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Portenta, Seer of the Orphic Eye

The seer who ignored the divine order, Portenta grants those who seek her spirit the ability to see beyond the curtains of reality.

Summoning Rules

The following describes the requirements and rituals for binding Portenta.

Spirit Level: 7th
Constellation: Seer
Binding DC: 28
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You use a crystal ball as part of the ceremony. This wondrous item is not consumed in the ritual.
  • You are an orc, a half-orc, an elf, a half-elf, or you can speak both Orcish and Elven.
  • You have astrological knowledge, which requires 14 ranks in Knowledge (nature).

Ceremony: You prepare a simple, reflective object that you gaze into while inside the seal.
Manifestation: A voice echoes from your reflection as a third eye opens in it to reveal a scene from your future.

Granted Abilities

Portenta grants the following abilities.

Major Granted Abilities

Fuse Flesh: You fuse the flesh of a creature together with an otherworldly being, hindering it. The creatures makes a Fortitude save and a Will save. If it fails its Fortitude save, it takes 1d6 points of ability damage to 1 physical ability score (your choice) and becomes entangled. If it fails its Will save, it takes 1d6 points of ability damage to 1 mental ability score (your choice) and becomes confused. Fuse flesh can only be removed by break enchantment or similar effects. After using this ability, it is expended for 5 rounds.
Capstone Empowerment: You deal ability damage to 2 ability scores of the appropriate type if a creature fails a saving throw against your fuse flesh.

Minor Granted Abilities

Dream of Destiny: You can grant a willing creature a dream vision. The creature must pose one question when this ability is used on it. Using this ability requires 10 rounds of meditation on your part. After 10 rounds have passed, the target falls into a deep slumber for 1 hour before experiencing a vision from Portenta. At this time, you must make a binding check for the slumbering creature in order to garner a prophecy. Events up to 1 year in the future have a DC 15, events up to 5 years in the future have a DC 20, and every 5 years thereafter increases the DC by +5. Success gives a clear view of the future but not the events that lead to it while failure provides one of an infinite number of futures of which the slumbering creature cannot be sure is truly false. A creature cannot gain a vision from this ability more often than once every 24 hours.
Orphic Foresight: You gain a +4 insight bonus to your initiative. Immediately after initiative has been rolled, you can swap initiative results with one of your allies. You cannot swap initiative if you have been surprised.
Spirit Step: You can become incorporeal for a number of rounds per day equal to your Charisma bonus plus your binder level. These rounds do not need to be used consecutively.
True Sight: You can see through deceptions and illusions as if you had cast true seeing for a number of rounds per day equal to your Charisma bonus + ½ your binder level. These rounds do not need to be consecutive. You must show Portenta’s sign in order to gain this benefit.

Signs and Inflience

The spirit affects you in the following ways:

Physical Sign: A third eye opens on your forehead.
Influence: You become overly extravagant and impossible to please, demanding the best of all things.
Favored Ally: Any (individuals you love or love you)
Favored Enemy: Undead (any)

Vestigial Companion

You receive an awakened animal as an animal companion. This functions as a druid’s animal companion, using your binder level as your druid level, except the animal is the target of an awaken spell. This animal can be any animal capable of being a druid’s animal companion, chosen by the GM.

This granted ability replaces spirit step.

Section 15: Copyright Notice

Pact Magic Unbound, Vol. 1. Copyright, 2012, Radiance House. Author(s): Alexander Augunas, Dario Nardi