Archived
The original version of Fate, from before Ultimate Spheres of Power. Not part of the current rules.
Source: Spheres of Power
You command cosmic forces including luck, destiny, and alignment.
Word
As a standard action, you may invoke a word of power, affecting a single creature within Close range.
Some (word) talents (especially Align Object and Subvert Weapon) allow you to target objects. These, and any other (word) effects affecting objects, have the same range as any other words and Echoing Word allows you to affect multiple objects with them, up to the same number as the number of creatures you could affect with other words.
When you gain the Fate sphere, you gain the following word:
Hallow
Source: The Auspician’s Handbook
You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
Some Fate talents are marked (word). These talents grant you additional words.
Consecration
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:
Serendipity (curse)
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration. This is only a curse effect when used with Greater Serendipity.
Fate talents marked (consecration) grant you additional consecrations.
Motifs
Less precise than divination, but more proactive, (motif) talents give an auspician a glimpse at the pattern of Fate’s tapestry and allow her to nudge one or two threads in a direction she chooses. Unless otherwise noted, a talent with the (motif) tag is cast as a standard action on a target with a range of touch and costs one spell point. A successful Will save negates the effect. While they normally have a duration of 1 hour per level, the target can also discharge a (motif) talent as an immediate action to gain an instantaneous or short-lived benefit, after which the effect ends. A given creature can never have more than one instance of a particular (motif) talent active on them at a time; a second casting at a higher caster level replaces the first, while a second casting at an equal or lower level has no effect.
Harrow Deck Motifs: If it better suits your game, names of harrow cards can be substituted for the major arcana that lend their names to motifs. Suggested replacements are:
- The Chariot: The Cricket or the Teamster
- Death: The Uprising or the Wanderer
- The Devil: The Mute Hag or the Rakshasa
- The Emperor: The Keep or the Tyrant
- The Empress: The Publican or the Queen Mother
- The Fool: The Juggler or the Rabbit Prince
- The Hanged Man: The Beating or the Eclipse
- The Hermit: The Desert or the Empty Throne
- The Hierophant: The Trumpet or the Winged Serpent
- The High Priestess: The Unicorn or the Vision
- Judgment: The Demon’s Lantern or the Theater
- Justice: The Inquisitor or the Owl
- The Lovers: The Courtesan or the Marriage
- The Magician: The Dance or the Locksmith
- The Moon: The Liar or the Peacock
- The Star: The Foreign Trader or the Hidden Truth
- Strength: The Brass Dwarf or the Paladin
- The Sun: The Sickness or the Survivor
- Temperance: The Midwife or the Twin
- The Tower: The Avalanche or the Cyclone
- The Wheel of Fortune: The Forge or the Joke
- The World: The Bear or the Mountain Man
Fate Talents
Bound Consecration
When using a consecration, you may choose to have the area remain in place rather than move with you. Alternatively, you may apply a consecration to an object with a touch. The area of effect is centered on the object and moves with it (as normal, choose one corner of the object’s space to be the center of the consecration). You must make this choice when you first use the consecration.
Echoing Word
When using a word, you may spend an additional spell point to affect additional creatures, up to 1 extra creature per 2 caster levels (minimum: 1). Every target must be affected by the same word.
Greater Consecration
You may spend an additional spell point when using a consecration to double the effected area, creating an aura with a 40 ft radius instead of a 20 ft radius.
Greater Serendipity
When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.
Pair of Myths
By spending an extra spell point you can simultaneously apply two motifs you possess to a target. The effects of each talent is resolved separately and the durations are tracked separately. You must pay the motifs’ spell point cost, although other costs (such as for metamagic) are only incurred once.
Resounding Word
You may place words on targets within medium range. You may take this talent twice. The second time it is taken, increase the range from medium to long.
Consecration Talents
Consequences (consecration)
While this consecration is in effect, any creature in the area that attacks any other creature (whether in the area or not) takes untyped damage equal to your caster level. For purposes of this effect, an attack includes any non-harmless spell, spell-like ability, sphere effect, or supernatural ability targeting a hostile creature or whose area of effect includes a hostile creature. You must concentrate to maintain this consecration. You may always spend an additional spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.
Divine Force (consecration)
You may fill an area with the influence of an alignment type you are connected to (good, evil, lawful, or chaotic). You must possess this alignment type. Creatures of that alignment’s opposite (good for evil, lawful for chaotic, etc.) within this area suffer one of the following detriments, chosen at random (Fortitude negates):
- blind 1 round
- deaf 2d4 rounds
- staggered 1d4 round
- sickened 1d4 round
- dazed 1 round
- shaken 1d4 round
As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions. If you are True Neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil) suffer the ill effects. This is an instantaneous effect.
Divine Pressure (consecration)
You may spend a spell point to fill an area with an enduring presence of an alignment type you are connected to (chaotic, evil, good, or lawful). Choose an end of the alignment spectrum (chaotic, evil, good, or lawful) and one of the following: deafened, exhausted, or sickened.
You must choose an alignment that you possess. Any creature of the opposed alignment (evil for good, lawful for chaotic, etc.) who enters or begins their turn inside the consecration must make a Fortitude saving throw or suffer the chosen status ailment until they leave the area of the consecration or the consecration ends. As this power is cosmic in origin, it can affect undead and constructs, even though they are usually immune to effects requiring a Fortitude saving throw. If you are true neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (chaotic evil, chaotic good, lawful evil, and lawful good) suffer the ill effects.
You must concentrate to maintain this consecration. You may always spend an additional spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.
Judgment (consecration)
You may spend a spell point to create a consecration that dictates the actions of all creatures within its area of effect. When you create this consecration, you must declare a course of action that is at most one sentence long and whether this action is to be avoided or emulated. Example judgments include “No one can attack”, “everyone must trade fairly”, etc. If your judgment would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that judgment. For as long as you maintain this consecration, all creatures within this area must obey this judgement. Each individual creature is allowed a Will save to negate this requirement and allow itself to act normally. If a creature succeeds at their saving throw, they become immune to that judgment for the rest of its duration. You must always follow your own judgment. You must concentrate to maintain this consecration, to maximum of 1 minute per caster level. You may always spend a spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.
Reveal Alignment (consecration)
You may spend a spell point to create a consecration that reveals the alignment of all creatures inside it. While this consecration is in effect, the alignment of all creatures within the area is plain to any who observe them. How this manifests is unique to each observer—some might see a good creature with a halo and an evil creature with horns, while others might hear musical themes and chords evoking an alignment—but however it does the interpretation is unambiguous in the observer’s mind. (A GM may provide only the alignment, leaving the exact signs each PC perceives up to their players.) An observer must still be able to sense a creature in order to discern its alignment, usually with sight but also with senses like blindsense. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Reversal (consecration, curse)
While this consecration is in effect, any time a creature within the area rolls a natural 1 or natural 20, you may change the roll into the opposite. This does not require an action, but may only be used once per round. Converting a natural 20 to a natural 1 is a curse effect and may be negated with a successful Will save. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Tug Fate (consecration)
For as long as this consecration is in effect, any creature within the area who rolls a 10 on an attack roll, initiatitive roll, skill check, ability check, or saving throw receives either a +4 luck bonus or a -4 penalty to their roll (your choice). This does not apply when the creature takes 10; only a d20 roll will do. This bonus and penalty increase by 1 per 2 caster levels. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Undo Harm (consecration)
While this consecration is in effect, every creature within the area regains 5 hit points plus 1 hit point per caster level at the the beginning of their turn, but only up to the amount of damage they have taken since their last turn and since you created this consecration. If a creature has taken enough damage to kill or destroy them, this consecration has no effect on them. This stacks with fast healing and, as it is a cosmic in origin rather than positive energy, affects non-living creatures such as undead and constructs.
If you spend a spell point when you create this consecration it only affects your allies. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
If you take this talent a second time you may spend a spell point to cause the consecration to reverse negative conditions in addition to damage. While this consecration is in effect, any creature suffering from bleed damage, or the blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shakened, sickened, or stunned conditions is cured of one of these conditions of their choice at the end of their turn. For every 10 caster levels, each affected creature is cured of one additional condition. This effect can only remove effects that have been inflicted since the end of the sufferer’s last turn and since you created this consecration.
You must concentrate to maintain this consecration, but you may spend an additional spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Motif Talents
The Chariot (motif)
You may grant a motif that ensures the target is always able to act. The target gains a +2 insight bonus on saving throws against effects that would prevent them from acting (such as dazing or paralysis) or make them staggered. This bonus increases by +1 for every 10 caster levels.
The target may discharge this effect to ignore one such effect for a number of rounds equal to your casting ability modifier, and may do so even when they would otherwise not be able to take an immediate action, such as when dazed or nauseated.
The Devil (motif)
You may grant a motif that allows the target to recognize the greatest threat to their goals. As a free action once per round they may assess an opponent they can see. The target learns the enemy’s approximate CR (see table Enemy CR). For every five caster levels, the target may use this an additional time per round.
The target may discharge this effect to gain a +2 insight bonus to AC and attack rolls against any enemy they have assessed using this motif ’s benefit for one round per caster level. This bonus increases by +1 for every 4 caster levels
Table: Enemy CR
| Enemy’s CR | Result |
|---|---|
| 4+ lower than the target’s level | Trivial |
| 1–3 lower than the target’s level | Easy |
| Equal to the target’s level | Fair fight |
| 1–3 higher than the target’s level | Difficult |
| 4+ higher than the target’s level | Overwhelming |
The Emperor (motif)
You may grant a motif that allows its bearer to better project their power. Whenever the target suffers from a penalty to an attack roll, damage roll, saving throw, skill check, or ability check, they reduce the total penalty by 1, to a minimum penalty of -1. For every 10 caster levels, they reduce the penalty by an additional 1.
The target may discharge this effect to ignore any one penalty to an attack roll, damage roll, saving throw, skill check, or ability check and gain an insight bonus to any rolls that would be affected by that penalty equal to the penalty for 1 round per caster level. If they choose to ignore a penalty from the target’s own abilities, actions, or choices (such as backlash from a thaumaturge’s forbidden lore or The Hanged Man motif), they do not gain the normal bonus.
The Empress (motif)
You may grant a motif that subtly improves the target’s ability to make their own fate. The target gains a floating pool of bonus points they can use throughout the duration of this motif. This pool has 1 point, plus 1 point per caster level when you first grant the motif. The target may spend up to 1 point for every 5 caster levels (minimum 1) to gain an insight bonus to an attack roll, weapon damage roll, skill check, ability check, or saving throw equal to the points they spend. The effect does not end if they spend all of these points, but they can no longer spend them.
The target may discharge this effect to gain an insight bonus equal to +5 plus +1 for every 4 remaining points to any one attack roll, skill check, ability check, or saving throw.
The Fool (motif)
You may allow a target to surrender themselves to fate. The target takes a -3 penalty to all saving throws, but rolls each saving throw twice and chooses the better roll. This penalty decreases by 1 for every 10 caster levels.
The target may discharge this effect to roll a saving throw three times and choose the best roll (with the same penalty). The target may also end this motif as a free action with no further effect.
The Hanged Man (motif)
You may allow the target to benefit from their sacrifices. Each round as a free action the target may decide to gain a +2 insight bonus to two of Fortitude, Reflex, and Will saving throws and a -2 penalty to the other, or to gain neither bonus nor penalty. This choice remains until they decide to change it. This bonus (but not the penalty) increases by 1 for every 10 caster levels.
The target may discharge this effect to take damage equal to their HD (to a maximum of your caster level) and gain half this amount (minimum 1) as an insight bonus to a single saving throw, attack roll, CMB check, skill check, or ability check.
The Hermit (motif)
You may improve a target’s ability to work alone. The target can use the aid another action to aid themselves as a swift action. The bonus they gain from doing so is equal to +3 instead of +2, and increases by +1 for every 5 caster levels. In any round they do so, they may not benefit from another creature aiding them.
The target may discharge this effect to treat all enemies as flanked as long as none of the target’s allies threaten the enemy. This effect lasts one round per caster level.
The Hierophant (motif)
You may grant a motif that allows the target to subsume themselves in the group. The target gains an aura with a radius of 30 ft. that gives allies other than the target a +2 insight bonus to saving throws against mind-affecting effects. This bonus increases by +1 for every 5 caster levels.
The target may discharge this effect when an ally within close range takes damage to shift up to half the damage the ally takes to themselves. The target may discharge this effect even if the damage their ally would take would normally reduce them below 1 hit point, and even if it would kill them outright. Damage is transferred after the effects of damage reduction, energy resistance, immunity and similar effects. The damage transferred is empathic in nature and cannot be further reduced, divided, or transferred.
Judgment (motif)
You may grant a motif that heightens the target’s discernment. It requires only a full-round action for the target to make a Sense Motive check to get a hunch about a situation and a swift action to make a Perception check to intentionally search for a stimulus.
The target may discharge this effect to automatically pinpoint all invisible creatures within close range until the end of his turn.
Justice (motif)
You may grant a motif that enforces balance. Any time a hostile creature deals damage to the target, the target gains a +1 insight bonus to attack and damage rolls against that enemy for one round. This bonus increases by +1 for every 10 caster levels. The target may discharge this effect when an enemy deals damage to them to shift up to half the damage to the enemy who dealt the damage. A successful Fortitude save negates this effect and the target still takes the full damage.
The target may discharge this effect even if the damage they take would normally reduce them below 0 hit points, and even if it would kill them outright. Damage is transferred after the effects of damage reduction, energy resistance, immunity and similar effects. The damage transferred is empathic in nature and cannot be further reduced, divided, or transferred.
The Lovers (motif)
You may grant a motif that empowers a target when near its allies. The target gains an insight bonus to saving throws equal to the number of allies adjacent to them, up to a maximum of 2 + 1 per 5 levels. The target may discharge this effect when they take damage to shift up to half the damage they take to a willing ally within close range.
The target may discharge this effect even if the damage they take would normally reduce them below 0 hit points, and even if it would kill them outright. Damage is transferred after the effects of damage reduction, energy resistance, immunity and similar effects. The damage transferred is empathic in nature and cannot be further reduced, divided, or transferred.
The Magician (motif)
You may grant a motif that helps the target make the most of their current circumstances. The target gains a +2 insight bonus to attacks of opportunity and untrained skill checks. This bonus increases by +1 for every five caster levels.
The target may discharge this motif to roll initiative and take a standard action or move action in a surprise round when they would not normally be able to or to take a full-round action or a standard action and a move action in a surprise round when they would normally be able to take only a standard action or a move action. This does not cause a surprise round to occur if it would not normally. The target may discharge this motif even when they are flat-footed.
The Moon (motif)
You may grant a motif that protects the target’s subconscious and allows them to project their mind onto attackers. The target gains a +2 insight bonus to saving throws against mind-affecting effects. This bonus increases by +1 for every 10 caster levels.
The target may discharge this effect when they are the target of a mind-affecting spell, spell-like ability, supernatural ability, or sphere effect to force the effect’s user to make a saving throw against the effect’s DC. On a failed save, the target is unaffected by the effect, while the effect’s user suffers the effects of a failed save. On a successful save, the target is affected by the effect as normal. (If the effect would not normally have a DC, calculate it as if it did using the normal rules for that type of effect.)
The Star (motif)
You may grant a motif that gives guidance in difficult circumstances. The target gains a +2 insight bonus to Armor Class against attacks of opportunity. This bonus increases by +1 for every 5 caster levels.
The target may discharge this effect to avoid provoking attacks of opportunities for one round per level.
Strength (motif)
You may grant a motif that enhances a target’s might and will. The target gains a +2 insight bonus to CMB and CMD, as well as to Strength checks and Strength-based skill checks. This bonus increases by +1 for every 4 caster levels.
When another creature attempts and fails to demoralize the target or targets them with a fear effect that they successfully resist, the target may discharge this effect to make the other creature frightened until the end of their next turn, or shaken for one round with a successful Will save.
The Sun (motif)
You may grant a motif that ensures a glorious dawn after the darkest night. Whenever the target is below 50% of their maximum hit points, they roll twice on all saving throws and take the better result.
The target may discharge this effect when they are below 50% of their maximum hit points and succeed on a saving throw against a non-harmless effect to regain a number of hit points equal to the caster level + your casting ability modifier and gain an insight bonus to armor class and saving throws equal to your casting ability modifier for 1 round.
Temperance (motif)
You may grant a motif that protects against the whims of luck. When the target rolls a natural 1 on a saving throw or attack roll, they may reroll it. If the new roll is also a natural 1, this effect does not allow them to reroll again, though the motif’s discharge effect may allow them to.
The target may discharge this effect to reroll a single saving throw they have just made but before the results of that roll are revealed. They must take the result of the reroll, even if it’s worse than the original roll.
The Tower (motif)
You may grant a motif that lets the target focus the vagaries of time on a creature or object. The target’s unarmed strikes, natural attacks, and manufactured weapons ignore a number of points of damage reduction and hardness up to 5 + 1 per 4 caster levels.
The target may discharge this effect when struck by a manufactured weapon and after taking damage (if any). The weapon takes 1d4 untyped damage per caster level, ignoring hardness. A successful Reflex save halves the damage, but nonmagical items take the full damage regardless of the result. If the weapon’s wielder has evasion, that ability does not apply to this saving throw.
The Wheel (motif)
You may grant a motif that empowers the target almost at random. Roll 1d4 when you grant the motif. The target gains a +1 insight bonus to rolls indicated on the table below. This bonus increases by +1 for every 10 caster levels. In addition, for every 10 caster levels, roll an additional 1d4, applying the bonus to that category as well. Bonuses from rolling the same result more than once stack.
The target may discharge this effect to gain an insight bonus to a single d20 roll equal to twice the sum of the d4 rolls. They must choose to do so before rolling.
Table: The Wheel
| d4 | Bonus |
|---|---|
| 1 | Attack and damage rolls |
| 2 | Saving throws |
| 3 | Initiative and Skill checks |
| 4 | Concentration checks, CMB checks, and CMD |
The World (motif)
You may grant a motif that enhances the target’s ability to succeed in all their endeavors whenever they commit their efforts. Whenever they take 10 or take 20 on a skill check, they gain a +2 insight bonus to the result. This bonus increases by +1 for every 5 caster levels.
The target may discharge this effect to take 15 (as if they were taking 20) on any skill check without spending additional time, so long as they could normally take 20 with that skill and are trained in it. At 10th caster level, when the target discharges the effect they may take 15 on a skill check without spending additional time even if they aren’t trained in the skill. At 20th caster level, when the target discharges the effect they make the check as though they had ranks in the skill equal to their HD (to a maximum of your caster level). The insight bonus from this motif applies to this skill check.
Word Talents
Align Object (word)
You may spend a spell point to apply this word to an object or weapon. If placed on an object, it counts as a divine focus for all purposes. If placed on a weapon, it becomes chaotic, evil, good, or lawful, as you choose, overcomes that type of damage reduction, and deals an additional 2d6 damage to creatures of the opposite alignment. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.
Bless (word)
When you or one of your allies is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to allow them to make the roll twice and take the highest roll. You must use this word before the roll in question is made.
Borrow Luck (word)
When a creature within range fails a saving throw, skill check, or ability check, or misses with an attack, you may spend a spell point as an immediate action to allow them to reroll the saving throw, skill check, ability check, or attack roll. However, starting after the reroll, they take a -4 penalty to that category of roll until they fail another such saving throw or check or, if they reroll an attack roll, until they miss with another attack. Failing the rerolled saving throw or check or missing with the rerolled attack does not end this effect, nor does deliberately failing a saving throw, failing a saving throw against a harmless effect, or attacking an object or ally.
Borrow Trouble (word, curse)
When a creature within range succeeds on a saving throw, skill check, or ability check, or hits with an attack, you may spend a spell point as an immediate action to force them to reroll the saving throw, skill check, ability check, or attack roll. However, starting after the reroll, they gain a +4 bonus to that category of roll until they succeed on another such saving throw or check or, if they reroll an attack roll, until they hit with another attack. Succeeding on the rerolled saving throw or check or hitting with the rerolled attack does not end this effect.
Classify (word)
You may spend a spell point to force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with (usually one of the ones gained from their race), which you may or may not understand.
A successful Will saving throw negates this effect. This is a mind-affecting compulsion effect and creatures that do not speak any languages (including telepathy) are immune to it.
Close (word)
Rather than targeting creatures, this word targets doors, chests, windows, and other objects that can open or close. You may spend a spell point and speak a word that magically holds shut a door, gate, chest, window, or shutter of wood, metal, or stone. The portal closes and, if a lock is present, becomes locked. The DC to open the lock or force open the portal both increase by 10. Once the opening or portal has been forced or picked open, this effect ends.
Conjunction (word)
When an ally within range fails a saving throw, you may spend a spell point as an immediate action to allow them to reroll it using your modifier. Alternatively, when you fail a saving throw, you may spend a spell point as an immediate action to reroll it using the modifier of an ally within range. If they or you still fail, whatever effect required your ally to make that saving throw affects your ally and you as if both of you had been the target, had been in its area of effect, or were subject to its ongoing effect. If the saving throw was to end an ongoing effect and a failure has no penalty other than the effect remaining, you (if your ally rerolled the saving throw) or your ally (if you rerolled the saving throw) are affected by it until the end of your next turn.
Curse (word, curse)
When an enemy within range is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to force that target to make the roll twice and take the lower result. You must use this word before the roll in question is made.
Enmity (word, curse)
You may spend a spell point as a standard action to place a word on a target debilitating them more severely the less similar their outlook on life is to yours. The effect of this word depends on the number of steps away its alignment is from your own. A target with the same alignment as you is unaffected, while all others are affected as follows:
Table: Enmity
| Steps | Effect |
|---|---|
| 1 | Sickened one minute |
| 2 | Staggered one round |
| 3 | Blind one round |
| 4 | Dazed one round |
These effects are cumulative and consecutive; for example, if a chaotic evil creature were affected by an enmity word produced by a lawful good creature, it would be dazed for one round, then blind for one round, then staggered for one round, and finally sickened for one minute. As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions.
A successful Will save negates this effect, but targets with an especially strong alignment aura opposing your alignment (such as chaotic or good for a lawful evil caster) take a penalty to their save: strong, -1; overwhelming, -2.
If a target has multiple alignment auras, the penalty is determined by the strongest one.
Exorcism (word)
As a standard action, you may spend a spell point to place this word on a target suffering from a mind-affecting, curse, or possession effect and make a magic skill check.
If you succeed, the effect ends and you may spend a spell point to learn the name and creature type and subtypes of the effect’s originator, along with why it placed the target under the effect. The description of the reason for placing the target under the effect is specific but no more than one short sentence. (For example, “He killed my father,” is generally appropriate, but “I hate him,” is not because it is not specific enough.) If the target is affected by more than one such effect, you may either choose a specific one you are aware of to remove or select one at random. You may not attempt to remove a given effect with this talent more than once per day.
Freedom (word)
You may spend a spell point to speak a word that frees the target from physical bondage. You must concentrate to maintain this ability, to a maximum of 1 round per caster level. You may spend an additional spell point as a free action to allow this ability to continue for 1 round per caster level without concentration. The target may move and attack normally, even when under the influence of magic and effects that would otherwise impede movement. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing.
Harm (word, curse)
Whenever the target of this word suffers damage, they suffer an additional amount of damage equal to 1/2 your caster level (minimum: 1). This effect lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this word to continue for 1 round per caster level without concentration.
Malice (word, curse)
You may place this word on a creature, who then designates a victim within range that is entitled to a Will save to negate the effect. This is a curse effect only on the victim, while it is harmless to the attacker. Once per round when the attacker deals damage to or succeeds on a combat maneuver check against the victim the attacker gains a +1 bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to your casting ability modifier. This bonus increases by +1 for every 10 caster levels. Multiple bonuses from a single instance of this word stack with each other, up to your casting ability modifier, but not from other instances of the same word.
Only direct damage gives the attacker this bonus; ongoing damage such as from acid arrow does not. As a swift action the attacker may change victims; if the new victim succeeds on their Will save the effect ends.
You may choose to instead place this word on a single creature, in which case it gains the bonus once per round when any other creature deals damage to or succeeds on a combat maneuver check against them.
This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.
Mercy (word, curse)
You may spend a spell point to reduce the target’s ability to deal lethal damage. The target is allowed a Will save, and on a failure, deals nonlethal damage with all of its weapon attacks for 1 round per caster level. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.
Metaphysical Cloak (word)
Choose an alignment within one step of your own on each axis. The target of this word is treated as this alignment instead of their own for all purposes unless they succeed on a Will saving throw. This does not change its actual alignment, and so does not influence the target’s actions or cause it to violate any code of conduct it might have. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 hour per caster level without concentration.
Open (word)
Rather than targeting creatures, this word targets doors, chests, and other objects that can open or close. You may spend a spell point to open a door or container, as if you were making a Disable Device check to unlock it or, if the opening is stuck and no lock is present, a Strength check to force it open. Make a magic skill check with a +10 bonus against the lock’s Disable Device DC or the door’s Stuck DC. If the check is successful, the portal unlocks and opens. This word may open doors, chests, shackles, and chains, and any other type of fastening. It cannot, however, raise a barred gate, lift a portcullis, or otherwise provide force in and of itself.
Pain (word, curse)
The target suffers debilitating pain. The target suffers 1d4 + 1/2 your caster level in nonlethal damage (no save). You may spend a spell point to cause this target to suffer this damage each round for a total number of rounds equal to your caster level. For 1 round (or as long as this word is in effect) the target suffers a -4 penalty to all mental skill checks (such as Bluff, Spellcraft, Sense Motive, or Survival), and must pass a magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster level) to use a sphere effect or spell.
Perfect (word)
You may spend a spell point to place a word on a creature that enhances its existing strengths. Choose an ability score. The target gains a +1 bonus to ability checks and skill checks based on that ability score. In addition, the target is granted a benefit for the chosen ability score as detailed below.
| Ability Score | Bonus |
|---|---|
| Strength | The target does not provoke attacks of opportunity when performing a bull rush, overrun, or trip maneuver. If the target can already perform one of these combat maneuvers without provoking an attack of opportunity, they instead gain a +2 bonus to CMB checks to perform that maneuver. This bonus increases by +1 for every 4 caster levels |
| Dexterity | The target gains a +10 ft. bonus to all movement speeds and whenever they move the first square is not considered threatened by any enemy. This bonus increases by +5 ft. for every 5 caster levels. |
| Constitution | The target gains 1 temporary hp each round, plus 1 temporary hp for every 5 caster levels. Each round the new temporary hp replaces the previous round’s. |
| Intelligence | The target treats all untrained skills as though they had one skill rank in them, and gains a +2 bonus bonus to all trained skills. This bonus increases by +1 for every 5 caster levels |
| Wisdom | The target can make either a Perception or Sense Motive check as a free action once per round and gains a +1 bonus to initiative checks. This bonus increases by +1 for every 5 caster levels |
| Charisma | The target may use Intimidate to demoralize as a swift action (or a free action once per round if they can already do so as a swift action) and attempt to influence a creature’s attitude using Diplomacy in 1 round by taking a -10 penalty. |
This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.
Subvert Weapon (word, curse)
You may spend a spell point to place a curse upon a weapon that causes it to turn against its wielder. The next time it is used to make an attack, the attack automatically hits the wielder. This word itself does not obviously modify the weapon, so unless alerted by other means (such as detect magic or the divine use of the Divination sphere) the wielder cannot attempt to deal nonlethal damage. At 10th level, the attack automatically threatens a critical hit. An attended or magic weapon is entitled to a Will saving throw to negate this effect. This curse remains up to 1 hour per caster level or until discharged.
Truth (word, curse)
The target cannot speak deliberate or intentional lies (Will negates). They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.
Villainy (word, curse)
You may place this word on a creature marking them as a villain regardless of their actual role in fate’s story. A successful Will save negates this effect. While this word is in effect, any of your allies may use their smite, challenge, or similar ability that requires marking a particular adversary, or a class feature that only affects a particular alignment, even if the target would not normally be affected by the ability (such as a neutral creature by a paladin’s smite evil). When this word’s effect ends, so does the effect of these abilities. You may also, as a free action even when it isn’t your turn, spend a spell point to allow an ally to use such an effect without spending a daily use or to give an ally without one of these abilities or who choose not to use that ability a +1 bonus to attack and weapon damage rolls against the target of this word. This bonus increases by +1 for every 3 caster levels.
This effect lasts as long as you concentrate, but you may always spend an additional spell point to allow the effect to endure for 1 round per caster level without concentration.
Fate Feats
Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.
Advanced Fate Talents
Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.
Fate Drawbacks
Click the header above to see the Sphere-Specific Drawbacks for this sphere. If you’re using the optional Casting Tradition rules, Drawbacks allow you to acquire one or more bonus talents in a sphere in exchange for a limit on using this sphere.
GM Advice
Rules Clarifications and Expansions
Descriptors
Unlike spells, talents in various Spheres of Power releases mostly lack descriptor tags. While in most cases the appropriate tag can be inferred for a given talent or entire sphere, for several options it is helpful to explicitly specify which talents bear the curse descriptor.
Death
- Curse (ghost strike)
Destruction
- Branding Taboo (blast shape)
Fate
- Curse (word)
- Geas
- Harm (word)
- Mark of Judgment
- Mercy (word)
- Pain (word)
- Serendipity (consecration), when used with Greater Serendipity
- Truth (word)
Alignment and Spheres of Power
Unlike the core magic system, Spheres of Power mostly avoids associating alignment with magic—Fate, the sphere that actually has alignment as a core theme, being the notable exception. The reanimate ability of the Death sphere is not given the evil descriptor like animate undead, nor is applying the hallow word to protect against evil creatures good like protection from evil even though you must be good to do so. This is intentional. Spheres of Power was designed to be setting-agnostic, allowing GMs to have the magic in their game fit the feel of their world. Undead are not evil in all possible settings and in some warding against evil is more prudent than good. It is simple enough for a GM to add alignment descriptors to Spheres of Power, or to allow special abilities like the touch of evil granted power from the evil domain to function with sphere abilities as if they had alignment descriptors. They are most easily applied to alignment- dependent talents in Fate, the reanimate ability of the Death sphere (which would be evil in most settings), and the Summoning advanced talent of the Conjuration sphere (which would have the alignment descriptors, and possibly the elemental descriptors, of whatever is called).
Certain rituals and incantations would also have an alignment descriptor—it is hard to justify Ragnarok as anything but evil, for instance, and any ritual duplicating a spell with an alignment descriptor should probably also have that descriptor.
If a GM wishes a game in which alignment plays a more key role in magic, they also could add the good descriptor to all Life talents, evil to all Death talents, and chaos to all Destruction talents. In a setting where tampering with the mind is inherently evil, the Mind sphere could have the evil descriptor. And, of course, the GM could mix and match any or all of these suggestions to fit the setting.
One other concern a GM ought to decide if adding alignment descriptors to Spheres of Power is to determine exactly how severe an evil act it is to use an evil talent and how great a good act it is to use a good talent. Does creating a zombie instantly change your alignment? Does it take a few castings? Or is it readily counteracted by using the zombie to rescue orphans and defeat demons? Different GMs have different opinions on this, and even different source books have offered different answers. Because of this, players may come into a game with very different expectations. It isn’t fun for most players to suddenly become evil because of a single act when you weren’t expecting it, so, like many rules interpretations, it’s usually a good idea to discuss your decision with your players before it comes up.
Other rule systems
Removing Alignment
Alignment is a foundational rule of Pathfinder, with many spells and abilities dependent on it. Even Spheres of Power, which makes minimal assumptions about alignment, uses it extensively in the Fate sphere and some feats. Pathfinder Unchained offers options, however, for excising alignment from the game and replacing it with loyalties. In a campaign using these rules, several adjustments to Spheres of Power should be made.
Affected classes
Ordained hunter (inquisitor archetype): Remove the alignment requirement. Ordained hunters must have a loyalty to an alignment (or radiant or shadow, if using the radiant and shadow variant). The ordained hunter’s empyreal tongue deed can be used whenever an ally confirms a critical hit against a creature whose loyalties are directly contrary to the ordained hunter’s highest loyalty or reduces such an enemy to 0 hit points or lower. If using the subjective alignment variant, the ordained hunter is not required to have any particular loyalty and her empyreal tongue deed can be used whenever an ally confirms any critical hit or reduces any enemy to 0 hit points or lower.
Utterdark Champion (mageknight archetype): Remove the alignment requirement. Utterdark champions must have a loyalty to evil (or shadow, if using the radiant and shadow variant). The utterdark champion’s tenebrous smite ability affects creatures whose loyalties are directly contrary to the utterdark champion’s highest loyalty. If using the subjective alignment variant, the utterdark champion is not required to to have any particular loyalty and his tenebrous smite ability affects any creature caught in his area of darkness. The DR 10/ good granted by the unholy champion ability should be changed to another appropriate type of damage reduction, such as DR 10/radiant, DR 10/cold iron, or DR 10/silver.
Warrior of Holy Light (mageknight archetype): Remove the alignment requirement. Warriors of holy light must have a loyalty to good (or radiance, if using the radiant and shadow variant). The warrior of holy light’s luminous smite ability affects creatures whose loyalties are directly contrary to the warrior of holy light’s highest loyalty. If using the subjective alignment variant, the warrior of holy light is not required to to have any particular loyalty and his luminous smite ability affects any creature he attacks with his empowered weapon. The DR 10/evil granted by the warrior of the holy light ability should be changed to another appropriate type of damage reduction, such as DR 10/shadow, DR 10/cold iron, or DR 10/silver.
Affected Feats
Align Spell: Replace with Fervent Spell, below.
Anathema feats: The anathema ability affects any living or undead creature with loyalties opposed to your highest loyalty, even if positive energy would not normally damage the target.
Fervent Spell (Metamagic)
Benefit: When you select this feat, choose two of your loyalties. When you prepare (if you are a prepared caster) or cast (if you are a spontaneous caster or spherecaster) an aligned spell, choose weal or woe. If you choose woe all variable, numeric effects of the spell are decreased by half (including bonuses to those dice rolls) for creatures sharing one of the chosen loyalties and increased by half (including bonuses to those dice rolls) for creatures with loyalties that directly contradict one of these loyalties (even if they share the other loyalty). If the spell does not have variable, numeric effects, it instead has its saving throw DC and effective spell level decreased by 2 against creatures sharing one of the selected loyalties and increased by 2 against creatures with loyalties that directly contradict one of these loyalties (even if they share the other loyalty). If you choose weal, these effects are reversed. The spells effects do not change for other creatures. Spells that neither do damage nor have a saving throw cannot be affected by Align Spell.
Level Increase: +2
Special: You may take this feat more than once. Each time beyond the first you choose an additional loyalty you have. The effects of fervent spells are modified based on all loyalties chosen.
If you lose a loyalty you chose for this feat, you may immediately choose a different loyalty you have to use it with.
Alignment effects
While removing alignment-based spells is suggested as an option in Pathfinder Unchained, removing alignment- based talents would make Fate much less attractive than other spheres. Instead, if you decide to remove alignment-based spells you should treat Fate talents as if you were using the subjective morality variant: Fate talents that affect an opposing alignment instead affect anyone with loyalties that directly contradict the caster’s own. The talents Enmity and Metaphysical Cloak, because they interact with the default alignment system, should be removed in such a campaign.
Hero Points
Hero points represent the ability of true heroes to bend reality to their own story, to cheat fate, or to call in a debt from Lady Luck. In addition to the uses detailed in Advanced Player’s Guide, spending a hero point may have one of the following effects:
Empower: You can spend a hero point to gain a +2 bonus to your caster level and MSD for one sphere effect or to your MSB for one magic skill check.
Fuel: You can spend a hero point in place of a spell point to power a sphere effect, class ability, or feat.
Recover: You can spend a hero point to regain a spent spell point, kismet point, shadow point, or hypnotism use.
In addition, the following feat and talent may be made available in campaigns using hero points.
Feats
Heroic Companion (Luck)
Prerequisites: Class feature that functions as the druid’s animal companion ability, a familiar, an eidolon, or the Conjuration sphere.
Benefit: Your companion creatures, familiar, eidolon, and Conjuration companions can spend your hero points as if they were their own.
Talents
Heroism (word)
Prerequisites: Fate sphere, Bless, 5th caster level or higher
You may spend a spell point to place a word on a target that marks them as a protagonist in fate’s story, granting them a temporary hero point that disappears in one round or once used.
Fate-Focused Archetypes
Grim Disciple
The Grim Disciple is an archetype for the Mageknight that focuses on cursing foes.
Lucky Bastard
The Lucky Bastard is an archetype for the Unchained Rogue that draws on the luck of Kismet to reach for success… or spectacular failure.
Ordained Hunter
The Ordained Hunter is an archetype for the Inquisitor whose failures can be used to provide power.
Parzivalian Knight
The Parzivalian Knight is an archetype for the Paladin that lets them use belief and willpower to change the world around them.