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0Harrowing00-1-1-110 minutes0V, S, F (a Harrow deck)00-10-1000bard 3, sorcerer/wizard 3, witch 3Inner Sea World Guide1010-1-10000-1You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, "hunting down the pirate king," or "traveling to Viperwall to search for a magic sword") that the target of the spell intends to undertake at some point during the spell's duration. If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards, as detailed on page 293 of this book. Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card's alignment matches the target creature's alignment. If the card and target's alignments are identical, that card provides a +2 luck bonus on the associated suit's check. If the card and target's alignments are of the opposite alignment (see below), the card inflicts a -1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit's check. While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can "spend" at any time to modify that card's associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack. Once you spend all of the bonuses granted by a harrowing, or once the spell's duration ends, the spell ends and the penalties are removed. A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails. Associated Suit Checks Suit Associated Check Hammer (Str) Attack rolls (ranged and melee) Key (Dex) Reflex saving throws Shield (Con) Fortitude saving throws Book (Int) Skill checks Star (Wis) Will saving throws Crown (Cha) Any d20 roll Opposition Alignments Alignment Opposition LG CE NG NE CG LE LN CN N LG, LE, CG, or CE (pick one when spell is cast) CN LN LE CG NE NG CE LG00one creature001 day/level or until fulfilled-10-1touch

Harrowing

School divination; Level bard 3, sorcerer/wizard 3, witch 3

CASTING

Casting Time 10 minutes
Components V, S, F (a Harrow deck)

EFFECT

Range touch
Targets one creature
Duration 1 day/level or until fulfilled

DESCRIPTION

You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, "hunting down the pirate king," or "traveling to Viperwall to search for a magic sword") that the target of the spell intends to undertake at some point during the spell's duration.

If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards, as detailed on page 293 of this book. Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card's alignment matches the target creature's alignment. If the card and target's alignments are identical, that card provides a +2 luck bonus on the associated suit's check. If the card and target's alignments are of the opposite alignment (see below), the card inflicts a -1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit's check.

While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can "spend" at any time to modify that card's associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack.

Once you spend all of the bonuses granted by a harrowing, or once the spell's duration ends, the spell ends and the penalties are removed.

A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails.

Associated Suit Checks
SuitAssociated Check
Hammer (Str)Attack rolls (ranged and melee)
Key (Dex)Reflex saving throws
Shield (Con)Fortitude saving throws
Book (Int)Skill checks
Star (Wis)Will saving throws
Crown (Cha)Any d20 roll
Opposition Alignments
AlignmentOpposition
LGCE
NGNE
CGLE
LNCN
NLG, LE, CG, or CE (pick one when spell is cast)
CNLN
LECG
NENG
CELG

Mythic: The bonuses and penalties associated with your reading aredoubled, resulting in a +4 luck bonus if the card's and target'salignment are identical, a -2 penalty if the alignments areopposite, and a +2 luck bonus for any other alignment. You canuse each bonus twice-once at this doubled value, the secondtime at the normal value (+2 or +1). You must use a given card'sdoubled bonus before you can use its lower bonus. Once youhave used both bonuses, or when the spell's duration ends, thespell ends and any penalties are removed.A mythic harrowing cast on the target of a non-mythicharrowing supersedes and negates the harrowing effect. Ifa creature is subjected to a second mythic harrowing while aprevious mythic harrowing is still in effect, the new mythicharrowing automatically fails.
Augmented (6th): If you expend two uses of mythic powerduring the reading, you may discard one card of your choiceand draw one new card in its place, replacing the effects ofthe chosen card with the effects of the newly drawn card. Youmust keep this new card. You can use each bonus twice, bothat the doubled values. Once you have used both bonuses,or when the spell's duration ends, the spell ends and anypenalties are removed.
Harrowing-100303The bonuses and penalties associated with your reading aredoubled, resulting in a +4 luck bonus if the card's and target'salignment are identical, a -2 penalty if the alignments areopposite, and a +2 luck bonus for any other alignment. You canuse each bonus twice-once at this doubled value, the secondtime at the normal value (+2 or +1). You must use a given card'sdoubled bonus before you can use its lower bonus. Once youhave used both bonuses, or when the spell's duration ends, thespell ends and any penalties are removed.A mythic harrowing cast on the target of a non-mythicharrowing supersedes and negates the harrowing effect. Ifa creature is subjected to a second mythic harrowing while aprevious mythic harrowing is still in effect, the new mythicharrowing automatically fails.-1-1Harrow (7)divination-1Augmented (6th): If you expend two uses of mythic powerduring the reading, you may discard one card of your choiceand draw one new card in its place, replacing the effects ofthe chosen card with the effects of the newly drawn card. Youmust keep this new card. You can use each bonus twice, bothat the doubled values. Once you have used both bonuses,or when the spell's duration ends, the spell ends and anypenalties are removed.00-1-10300-1331-1-1-1NULL0-100

You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, "hunting down the pirate king," or "traveling to Viperwall to search for a magic sword") that the target of the spell intends to undertake at some point during the spell's duration.

If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards, as detailed on page 293 of this book. Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card's alignment matches the target creature's alignment. If the card and target's alignments are identical, that card provides a +2 luck bonus on the associated suit's check. If the card and target's alignments are of the opposite alignment (see below), the card inflicts a -1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit's check.

While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can "spend" at any time to modify that card's associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack.

Once you spend all of the bonuses granted by a harrowing, or once the spell's duration ends, the spell ends and the penalties are removed.

A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails.

Associated Suit Checks
SuitAssociated Check
Hammer (Str)Attack rolls (ranged and melee)
Key (Dex)Reflex saving throws
Shield (Con)Fortitude saving throws
Book (Int)Skill checks
Star (Wis)Will saving throws
Crown (Cha)Any d20 roll
Opposition Alignments
AlignmentOpposition
LGCE
NGNE
CGLE
LNCN
NLG, LE, CG, or CE (pick one when spell is cast)
CNLN
LECG
NENG
CELG
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