TEXT: 1
  Supplement to the Colonies 
  
  2
  Shadows over Vathak Setting
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  Author: Jacob Trier
  Editor: John Bennett
  Artist: Rick Hershey
  Design and Layout: Rick Hershey
  Fat Goblin Games Team Members: Chris Bayes, Eric Hindley, John Bennett, Justice Antonio Mora, 
  Kalyna Conrad, Lucus Palosaari, Nick Esposito, Rick Hershey, Troy Daniels, Tyler Beck 
  Line Developer: John Bennett
  Publisher: Fat Goblin Games
  Vathak Grimoires: Echoes of the Final Heartbeat © 2015 Fat Goblin Games 
  All rights reserved. www.fatgoblingames.com 
  Vathak Grimoires:             
  Echoes of the Final 
  Heartbeat
  
  3
  Supplement to the Colonies 
  Contents
  Introduction 
   4
  Spells 
   4
  New Feats 
   8
  Spellbook  
   8
  Echoes of the Final Heartbeat  
  8
  
  4
  Shadows over Vathak Setting
  Introduction
  The Echoes of the Final Heartbeat is a 
  collection of texts containing the research 
  of arcane scholar Gretha Heldesmarch (N 
  middle aged romni Wizard [necromancer] 9). 
  The widow of a minor noble from Sileasia, 
  who was also a practitioner in the field of 
  necromancy, Gretha fled to the Colonies af-
  ter her husband was killed by vindari inquisi-
  tors for participating in heresy. 
  After settling in Skalan, Gretha attempted 
  to resume her studies, but alone and without 
  the resources that had previously been 
  available to her and her husband, her prog-
  ress was frustratingly slow. As such, she 
  was quick to accept when she unexpectedly 
  received an invitation from the alchemist 
  Ivan Von Houlsmann to join the growing 
  community of necromancers doing research 
  in the village of Halsburg.
  Gretha’s research benefitted enormously 
  from working with Von Houlsmann and the 
  other arcane scholars in Halsburg. Record-
  ing her findings in a collection titled Echoes 
  of the Final Heartbeat, Gretha frequently 
  shared tales of new discoveries with her 
  academic peers. Recently, she hinted 
  strongly that she was on the verge of a 
  major breakthrough. Unfortunately, Gretha, 
  in her desire for knowledge, contacted alien 
  powers beyond her control. Echoes of the 
  Final Heartbeat was finished in a single, 
  frenzied night with her own blood as the ink. 
  The amount of blood required to pen spells 
  beyond her ability to cast ultimately doomed 
  Gretha. Her colleagues only 
  found a shriveled, desiccated 
  corpse in her quarters.
  Spells
  Bloodletting Blade
  School transmutation; Level antipaladin 2, 
  inquisitor 2, magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (powdered dried 
  blood)
  Range close (25 ft. + 5 ft./2 levels)
  Target one slashing or piercing melee 
  weapon
  Duration 1 minute/level
  Saving Throw Will negates (harmless, 
  object); Spell Resistance yes (harmless, 
  object)
  You cover one melee weapon’s blade in 
  blood-red stains, causing the weapon to 
  deal 1 point of bleed damage, as if it had the 
  wounding weapon quality. Bleed damage 
  from multiple hits with a weapon affected by 
  bloodletting blade stacks, but the effect does 
  not stack with other abilities that deal bleed 
  damage (such as the bleeding attack rogue 
  talent).
  Bloodhungry Haze
  School conjuration (creation); Level sor-
  cerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft. level)
  Effect fog spreads in 20-ft. radius, 20 ft. 
  high
  Duration 1 minute/level
  Saving Throw Fortitude partial; see text; 
  Spell Resistance no
  You generate a bank of fog, similar to fog 
  cloud, except that its vapors are 
  a bloody crimson. The vapors 
  drain blood from living creatures, 
  clinging to the body to leech from 
  
  5
  Supplement to the Colonies 
  exposed skin and seep into the orifices to 
  draw blood from the internal organs. 
  A living creature inside the cloud is sick-
  ened and takes 1d6 points of bleed damage 
  per caster level (maximum 4d6) on your turn 
  each round. A successful Fortitude saving 
  throw halves the Constitution damage and 
  negates the sickened effect. An effected 
  creature takes that amount of damage every 
  round at the start of its turn its turn, even 
  after it leaves the spell’s area of effect. The 
  bleeding can be stopped by a DC 15 Heal 
  check or the application of any effect that 
  heals hit point damage. Any creature that 
  succeeds on its saving throw but remains in 
  the cloud must continue to save each round 
  on your turn or be subjected to the bleed 
  damage which stacks with itself.
  Bloodsoaked Soil
  School necromancy; Level cleric 8, sor-
  cerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range 5 ft.
  Area 20-ft. radius spread emanating from 
  you.
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates; Spell 
  Resistance yes
  You cause the ground to become infused 
  with negative energy that overflows if as 
  much as a single drop of blood touches it. 
  If a living creature within the area of effect 
  takes hit point damage, the ground in the 
  area of the spell’s effect is immediately filled 
  with deep red splotches from the spilt blood. 
  Wisps of translucent grey negative energy 
  coil up from the splotches, reaching hungrily 
  to touch living flesh. 
  Any creature passing through or ending 
  its turn in an affected square immediately 
  gains one negative level unless it suc-
  ceeds on a Fortitude saving throw. Passing 
  through multiple affected squares requires 
  an additional Fortitude saving throw. Each 
  failed results in an additional negative level 
  . Creatures remaining in the area of effect 
  must make a successful Fortitude saving 
  throw at the start of its turn or gain an addi-
  tional negative level. If a negative level is not 
  removed before 24 hours have passed, the 
  target must attempt another Fortitude saving 
  throw at the same DC or the negative level 
  becomes permanent.
  Bloodless creatures, such as constructs 
  or elementals, do not trigger the spell if 
  injured. Undead in an affected square are 
  treated as if they were under the effect of 
  desecrate and gain fast healing 5.
  A creature may willingly spray some of its 
  own blood onto its own square as a move 
  action by dealing 1d4 hit points of damage 
  to itself. 
  Feed off the Fallen
  School necromancy; Level cleric 3, sor-
  cerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a blood-filled leech)
  Range 5 ft.
  Area 20-ft.-radius emanation, centered 
  on you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  You harvest the dissipating life force of dying 
  or injured creatures. Spectral black tendrils 
  arc from you to all creatures within the area 
  of effect that are dying or suffering 
  from bleed damage, transferring 
  their lost life force to you. The ten-
  drils are immaterial and cannot be 
  
  6
  Shadows over Vathak Setting
  interacted with in any way, although the spell 
  may be dispelled as normal. At the begin-
  ning of your turn, you gain fast healing equal 
  to the total number of creatures so affected 
  (excluding yourself). For example, if there 
  are two dying creatures and one creature 
  suffering from bleed damage within the area 
  of effect at the beginning of your turn, you 
  gain fast healing 3 for that turn. 
   
  Life Siphon
  School necromancy; Level cleric 4, sor-
  cerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, F (a silver lancet)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level or until discharged
  Saving Throw Will negates; Spell Resis-
  tance yes
  You create a link between you and the 
  target, allowing you to siphon off some of 
  the life energy lost if the creature 
  is injured or dying. The subject 
  takes a –1 penalty to Fortitude 
  saving throws and adds 2 to the 
  DC of heal checks to stop bleed damage. If 
  the subject drops below 0 hit points, it takes 
  a –2 penalty on rolls to stabilize.
  In addition, if the subject takes hit point 
  damage, you gain half the number of hit 
  points lost as temporary hp. Forms of harm 
  that do not involve hit points, such as charm 
  effects, temporary ability damage, level 
  draining, and death effects, do not grant 
  temporary hit points, nor do hit points lost as 
  the result of a lowered Constitution score or 
  negative levels. 
  The target must remain within the spell’s 
  range for you to gain this benefit. If you and 
  the target of the spell move out of range of 
  each other, the spell remains active, but you 
  receive no further temporary hit points until 
  you are once again within range of each 
  other.
  Soulshackle Curse
  School necromancy [evil] Level sorcerer/
  wizard 9, witch 9
  Casting Time 1 standard action
  Components V, S, M (a black onyx worth 
  500 gp per HD of the target creature)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration permanent or until dismissed 
  (see text)
  Saving Throw Will negates; Spell Resis-
  tance yes
  You claim ownership of a creature’s soul, 
  binding it to your will once it is parted from 
  its mortal body. 
  The target creature is briefly enveloped 
  by a whirling mass of manically shrieking 
  demonic figures. If the creature’s true name 
  is invoked when the spell is cast, 
  any spell resistance is ignored 
  and the save DC increases by 
  
  7
  Supplement to the Colonies 
  2. If the saving throw or spell resistance 
  is successful, the onyx is destroyed. If the 
  saving throw fails, there is no immediate 
  effect, except that the target feels a sudden 
  chill and experiences a foreboding sense 
  of unease for the rest of its natural life. This 
  has no game effect, but serves as a subtle 
  warning to the target that its destiny has 
  been altered.
  Once the target dies, either from old age 
  or other causes, its soul does not depart, but 
  instead remains bound to the body, suffering 
  terrible anguish from being denied eternal 
  rest. After 2d6 months, the soul will come 
  back as a ghost (Pathfinder Roleplaying 
  Game Bestiary), doomed to remain as such 
  until the power of this spell is broken. Apply 
  the ghost template to the target creature and 
  select specific ghost abilities to be deter-
  mined by the GM.
  Should any attempts be made to return 
  the deceased target from the dead, through 
  such means as raise dead, reincarnation, 
  resurrection and similar spells, the curse 
  corrupts the spell and instead turns the tar-
  get into an intelligent undead as if you had 
  cast create greater undead on it. The type of 
  undead is determined by you when casting 
  of the original spell. 
  Regardless of the distance between you 
  and the target, you are always aware if the 
  target has been turned into an undead or 
  ghost in this manner, as long as you are 
  both on the same plane of existence. You 
  may scry on the target as if you have famil-
  iar knowledge and possess a body part. The 
  target also takes a –5 penalty to Will saving 
  throws to resist your control through the use 
  of Command Undead.
  The curse bestowed by this 
  spell cannot be dispelled, but it 
  can be removed with a limited 
  wish, miracle or wish spell. You 
  may voluntarily dismiss the spell, usually 
  under specified conditions. 
  Temporary Reanimate Dead
  School necromancy [evil]; Level cleric 1, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (an onyx gem worth 
  at least 50 gp)
  Range touch 
  Targets one or more recently deceased 
  corpses touched (see text) 
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You corrupt the faint echoes of life in re-
  cently deceased corpses, twisting them into 
  undeath for a brief period of time. In all as-
  pects, this spell functions as animate dead, 
  except in the following ways. The targets 
  must have died within one hour per caster 
  level for the spell to function. The effects 
  of this spell are not permanent. Instead, 
  corpses reanimated by this spell only remain 
  in their undead state for the duration of the 
  spell. Once the spell is over, all targets im-
  mediately revert back to normal corpses, 
  falling prone and dropping any held items. 
  Due to the temporary nature of the undead 
  state, a corpse that has been reanimated by 
  this spell can still be brought back to life by 
  raise dead or reincarnate.
  Unholy Blood
  School necromancy [evil]; Level cleric 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft. level)
  Target one living creature
  Duration 1 round/level
  Saving Throw Fortitude negates 
  
  8
  Shadows over Vathak Setting
  Spell Resistance yes
  You cause the targets blood to become 
  infused with negative energy. The first time 
  in a round where the target takes at least 5 
  points of piercing, slashing, or bleed dam-
  age from a single attack, a spray of unholy 
  blood strikes a randomly determined square 
  adjacent to the injured creature. The spray 
  deals 1d6 points of negative energy damage 
  per 4 caster levels (maximum 4d6) to any 
  creature in that square, and half that amount 
  of splash damage to all creatures within 5 
  feet of the spray’s target, including the target 
  of this spell. Undead and creatures with 
  negative energy affinity are healed by the 
  spray of blood instead of harmed. Creatures 
  that do not have blood cannot be targeted 
  by this spell. 
  Vampling’s Demise
  School necromancy; Level cleric 1, sor-
  cerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (a drop of vampire 
  blood)
  Range medium (100 ft. + 10 ft./level)
  Target one mindless undead creature per 
  3 levels, no two of which can be more 
  than 30 ft. apart
  Duration 1 min./level 
  Saving Throw none; Spell Resistance yes
  This spell enables the caster to augment 
  undead creatures with the death throes 
  of vamplings (Shadows over Vathak: The 
  Colonies- Game Master’s Guide), deformed 
  creatures infused with vampire blood. If 
  an undead under the effect of this spell is 
  brought below 0 hit points due to positive 
  energy, it immediately explodes, dealing 1d6 
  points of bludgeoning damage to any crea-
  ture in the same and adjacent 
  squares.
  New Feats
  Siphoning Spell (Metamagic)
  You can use your spells to absorb life force 
  from your opponents’ injuries.
  Prerequisite: Spell Focus (necromancy)
  Benefit: You can modify a spell to siphon 
  life energy from creatures damaged by the 
  spell. When one or more creatures take 
  hit point damage from the spell, you gain 
  temporary hit points equal to the original 
  level of the spell for each creature injured. 
  The temporary hit points disappear one 
  hour later. More temporary hit points may 
  be gained by the use of additional siphoning 
  spells, but the total number of temporary hit 
  points gained in this manner can’t exceed 
  your hit point maximum. A siphoning spell 
  uses a spell slot two levels higher than the 
  spell’s actual level.
  Spellbook 
  Echoes of the Final 
  Heartbeat 
  (Level 18 Necromancer)
  The volume consists of a number of 
  rectangular sheets of linen, of the type used 
  for funeral shrouds, mounted on frames 
  made from human bone. The sheets appear 
  blank until a small quantity of fresh blood is 
  dripped onto the fabric, at which point blood 
  red text and illustrations appear. 
  The individual sheets are bound 
  together by a black silk ribbon.
  
  9
  Supplement to the Colonies 
  Protection Sepia snake sigil (Reflex DC 16)
  Oppositional Schools Divination, enchant-
  ment
  Value 3,495 gp (5,845 gp with preparation 
  ritual)
  Spells (Spells marked with an * are de-
  tailed in this product.)
  9th—soulshackle curse*
  8th—life siphon*
  7th—control undead
  6th—circle of death
  5th— bloodhungry haze*, symbol of pain, 
  wall of force
  4th— animate deads, bestow curses, life 
  siphon*, wall of ice
  3rd— feed off the fallens*, haste, lightning 
  bolt, vampiric touch
  2nd— blindness, bloodletting blade*, false 
  life, glitterdust, resist energy, spectral 
  hand
  1st— burning hands, cause fear, chill touch, 
  endure elements, feather fall, mage 
  armor, ray of enfeeblements, shield, 
  temporary animate dead*
  Preparation Ritual
  Necrotic Backlash (Su) You infuse your 
  own blood with negative energy to 
  punish those who would dare spill 
  it. Spend this boon as an immediate 
  action when an adjacent creature hits 
  you with a melee attack. The attacker 
  takes 2d6 negative energy damage and 
  is staggered for one round. A Forti-
  tude saving throw (DC = 10 + 1/2 your 
  character level + Intelligence modifier) 
  halves the damage and negates the 
  staggered effect. 
  
  10
  Shadows over Vathak Setting
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