Mythic Harrowing Mythic
Divination
Many divination spells have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
Available to
- Casting Time
- 10 minutesMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, F (a Harrow deck)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.F (Focus): A prop used during casting but, unlike a material component, not consumed — it can be reused. Negligible cost unless a price is given.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one creatureHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 day/level or until fulfilledHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
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 | LG |
Mythic variant: The bonuses and penalties associated with your reading are doubled, resulting in a +4 luck bonus if the card’s and target’s alignment are identical, a –2 penalty if the alignments are opposite, and a +2 luck bonus for any other alignment. You can use each bonus twice—once at this doubled value, the second time at the normal value (+2 or +1). You must use a given card’s doubled bonus before you can use its lower bonus. Once you have used both bonuses, or when the spell’s duration ends, the spell ends and any penalties are removed.
A mythic harrowing cast on the target of a non-mythic harrowing supersedes and negates the harrowing effect. If a creature is subjected to a second mythic harrowing while a previous mythic harrowing is still in effect, the new mythic harrowing automatically fails.
Augmented (6th): If you expend two uses of mythic power during the reading, you may discard one card of your choice and draw one new card in its place, replacing the effects of the chosen card with the effects of the newly drawn card. You must keep this new card. You can use each bonus twice, both at the doubled values. Once you have used both bonuses, or when the spell’s duration ends, the spell ends and any penalties are removed.
Variants
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Harrowing
- Harrowing, Greater
- Mythic Harrowing