TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  Players have long wanted a chance to play as monsters, and 
  GMs are always on the lookout for new and creative ways 
  to torment their player characters. Pathfinder Roleplaying 
  Game: Horror Adventures provided new rules for corruptions 
  as a potential way to kill both of those birds with one stone, 
  giving players access to exciting and monstrous abilities, 
  while simultaneously tainting them and eroding their 
  humanity and sense of self. While the eleven corruptions 
  presented in Horror Adventures each come with a selection 
  of nine or ten manifestations, ensuring that each corruption 
  offers enough options to provide players with some choices at 
  low levels, those who fully embrace their corruption and wind 
  up with the maximum number of available manifestations 
  will largely exhaust these options. This book provides five 
  new manifestations for the lich, lycanthropy, possessed, 
  promethean, and shadowbound corruptions, giving 
  players with those corruptions access to a wider variety of 
  manifestations.
  New Lich Manifestations
  The following manifestations are available to characters with 
  the lich corruption.
  Devour Soul
  You can devour the souls of others to increase your magical 
  might, and the need to consume such vital essences is 
  overwhelming.
  Prerequisite: Manifestation level 8th.
  Gift: As a standard action, you can consume the soul of a 
  recently slain individual, granting you additional power. 
  When you attempt to devour a soul in this way, the target 
  receives a Will save to resist the effect as though they were 
  alive (DC = 15 + your manifestation level). If the target fails 
  her saving throw, you consume her soul, preventing the target 
  from being returned to life by any means until you are slain 
  and her soul is set free. Additionally, when you devour a soul 
  in this way, you gain a +1 bonus to the saving throw DCs of 
  your spells and spell-like abilities, as well as of any ability 
  granted by the lich corruption, for 1 hour per Hit Dice of the 
  creature whose soul you consumed. 
  Stain: You must continue to consume souls to survive. Each 
  day you go without successfully consuming at least one soul 
  causes you to suffer 1 point of permanent Constitution and 
  Charisma drain. Additionally, the souls you consume attempt 
  to reassert themselves immediately after you consume them. 
  If the creature had 10 or fewer Hit Dice, you must succeed on 
  a Will save (DC = 10 + 1/2 the Hit Dice of the creature whose 
  soul you consumed + that creature’s Charisma modifier) 
  or be confused. If the creature had 11 or more Hit Dice, you 
  must succeed on a Will save (DC = 10 + 1/2 the Hit Dice of the 
  creature whose soul you consumed + that creature’s Charisma 
  modifier) or have your body be taken over by that creature, as 
  though by the spell possession. This effect lasts indefinitely, 
  but you receive a new saving throw each day to resist the 
  effect. 
  Dread Return 
  You cannot truly be slain, coming back to haunt the world 
  each time you die.
  Prerequisite: Manifestation level 9th.
  Gift: When you die, you may attempt a Will save (DC 25) to 
  return to life 24 hours later, with your body reforming at the 
  spot you had fallen. If the save is a failure, you may attempt 
  a new save after 1 week, after 1 month, and after 1 year. If you 
  fail all these saves, you may no longer be returned to life in 
  this way.
  Stain: You may not be returned to life with magic, except for 
  a wish or miracle spell.
  Touch of Stunning 
  Your corrupting touch damages the body and soul of those 
  you grasp.
  Gift: As a standard action, you can make a melee touch 
  attack. If you hit, the target must succeed on a Fortitude save 
  (DC = 15 + your manifestation level) or be stunned for 1d4 
  rounds.
  Stain: The poison fueling your corruption grows stronger as 
  the taint flows out from you. You suffer a -2 penalty on saving 
  throws made to resist your corruption progressing, as well as 
  to resist the effects of stains from your corruption.
  Undead Constitution
  Your ever more lifeless form allows you to eschew the 
  necessities of food, drink, and even air, but your body is 
  poorly suited to fighting off the struggles that plague the 
  living.
  Prerequisite: Cadaver’s countenance.
  Gift: You no longer need to eat, drink, sleep, or breathe, and 
  you are unaffected by inhaled poisons as well as harmful 
  gasses and fogs that are poison effects, including the cloudkill 
  spell and similar effects.
  Stain: The death and reanimation of some of your organs 
  makes it difficult to resist harmful effects, causing you to 
  suffer a -4 penalty on all Fortitude saves. 
  Undead Puppet Master
  Your connection to the minds of the dead allows you to easily 
  manipulate them. 
  Gift: You can affect undead with mind-affecting effects, even 
  though they are normally immune. 
  Stain: You lose any immunity to mind-affecting effects you 
  might possess, and cannot gain immunity to mind-affecting 
  effects. Additionally, you suffer a -1 penalty on all Will saves 
  made to resist mind-affecting effects. 
  
  3
  3
  New Lycanthropy Manifestations
  The following manifestations are available to characters with 
  the lycanthropy corruption.
  Eyes of the Night 
  Your animalistic senses are suffused with evil allowing you to 
  see all.
  Prerequisite: Feral senses.
  Gift: You can see twice as far with your low-light vision. At 
  manifestation level 3rd, the range of the scent ability granted 
  by feral senses is doubled, and you gain darkvision 60 feet.
  Stain: Creatures of the animal type (except those of your 
  lycanthrope type) can sense the evil in you and treat you as 
  though their starting attitude towards you is one step lower 
  than it would normally be. 
  Feral Claws
  When you shift form, your hands transform into massive feral 
  claws that can damage and rend your foes.
  Prerequisite: Shift form.
  Gift: When you shift form, your hands become massive sharp 
  animal claws that deal 1d4 + your Strength modifier points of 
  piercing and slashing damage on a successful hit.
  Stain: Your clawed hands are twisted and sharp, unable to 
  hold weapons effectively or be useful in spellcasting. While in 
  your shifted form, you suffer a -4 penalty to attack rolls made 
  with held weapons and 25% spell failure on any spell that has 
  somatic components. 
  Howl of the Night 
  You can issue a mighty animalistic call while shifted, 
  panicking those that hear it. 
  Prerequisites: Shift form.
  Gift: As a standard action, you can howl, causing creatures 
  within a 30-foot radius that can clearly hear you to succeed 
  on a Will save (DC = 10 + your manifestation level + your 
  Charisma modifier) or be frightened for 1d4 rounds. Even 
  creatures that succeed on this saving throw are shaken. You 
  can use this ability at will, but must wait at least 1 minute 
  between uses.
  Stain: You long to howl and hunt at all times, and you suffer 
  a -4 penalty on saves to resist involuntary shifting.
  Nightmare Shift
  When you shift forms, you have more terrible natural attacks. 
  This nightmarish form longs to escape your body and cause 
  you to shift.
  Prerequisites: Shift form, manifestation level 5th.
  Gift: Natural attacks granted when you shift form deal 
  damage as though you were 1 size category larger and 
  overcome damage reduction as though they were magic, 
  silver, and evil-aligned weapons.
  Stain: Whenever you suffer damage, you must make a saving 
  throw to avoid involuntarily shifting.
  Poison Claws
  Your claws carry a deadly poison possessed only by 
  lycanthropes.
  Prerequisites: Feral claws, shift form.
  Benefits: Your claws carry the following poison.
  Werewolf poison—injury; save Fort (DC 10 + 1/2 your HD + 
  your Con modifier); frequency l/round for 6 rounds; effect 1d4 
  Str or Dex damage; cure save. The save DC is Constitution-
  based.
  Stain: Your claws are even harder to use, causing you to suffer 
  an additional -2 penalty on attack rolls made with weapons 
  while shifted, and an additional 15% spell failure chance to 
  cast spells with somatic components while shifted.
  New Possessed Manifestations
  The following manifestations are available to characters with 
  the possessed corruption.
  Death Delayed 
  If you would die, the spirit can take control over your body in 
  order to preserve your life force. 
  Gift: Whenever you are subject to a death effect that offers a 
  saving throw, you may give the spirit 1 point of influence in 
  order to automatically succeed on the saving throw. 
  Stain: Eager to take control of you, the spirit makes it hard to 
  resist death on your own. You suffer a penalty on all Fortitude 
  saving throws equal to the number of points of influence the 
  spirit has.
  Frantic Souls
  When the possessing spirit gains influence over you, you both 
  act in frantic harmony.
  Prerequisite: Manifestation level 5th.
  Gift: Whenever the possessing spirit has at least 3 points of 
  influence over you, you can use haste as a spell-like ability 
  with a caster level equal to your character level, except that 
  you can only affect yourself with this ability. When you 
  use this ability, you must make a Will save (DC = 15 + your 
  manifestation level) or the spirit gains 1 point of influence 
  over you.
  Stain: You are constantly at odds with the spirit inside of you, 
  slowing down your reactions and causing you to suffer a -4 
  penalty on initiative checks. 
  Malevolence 
  You can take possession of another character by surrendering 
  your body to the possessing spirit.
  Gift: Once per day, you can possess another character, 
  as with the spell possession. A Will save (DC = 10 + your 
  manifestation level + your Charisma modifier) negates this 
  effect. The caster level for this effect is equal to twice your 
  manifestation level. While possessing a character in this way, 
  the spirit takes control of your own body and can do as it 
  pleases.
  
  4 4
  Stain: When the duration of the effect ends, you must 
  succeed on a Will save (DC 15 + your manifestation level) or 
  the possessing spirit retains control over you, increasing their 
  influence to 5 points. 
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption or 
  vile corruption variants. 
  Spirit Knowledge
  You can tap into some of the spirit’s knowledge of the wider 
  workings of the universe in order to gain insight into what’s 
  happening around you. 
  Gift: You gain a bonus on all Intelligence- and Wisdom-
  based skill checks equal to the number of points of influence 
  the spirit has. Additionally, you can give the spirit 1 point of 
  influence in order to reroll a single Intelligence or Wisdom 
  check, or an Intelligence- or Wisdom-based skill check.
  Stain: The spirit represses some of what you learn. When it 
  has at least 3 points of influence over you, it can selectively 
  block up to 5 minutes of your memory, as with the spell 
  modify memory.
  Spirit Lash
  You can force the spirit to temporarily lash out in a show of 
  violent energy that damages nearby creatures.
  Gift: As a standard action, you can unleash a burst of spirit 
  energy that damages creatures within a 10-foot-radius 
  spread centered on you, causing them to suffer an amount 
  of bludgeoning damage equal to 1d10 + 1 per manifestation 
  level. A Reflex save (DC = 10 + your manifestation level + your 
  Charisma modifier) halves this damage. 
  Stain: When you use this ability, you suffer 1d10 points of 
  bludgeoning damage and must succeed on a Will save (DC = 
  10 + your manifestation level + the damage dealt in this way) 
  or the spirit gains 1 point of influence over you.
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption or 
  vile corruption variants. 
  New Promethean Manifestations
  The following manifestations are available to characters with 
  the promethean corruption.
  Artificial Optics
  You have had to replace your eyes with artificial ones; these 
  new sensors are more acute than your previous ones, but dull 
  the world of color and fine detail.
  Gift: You gain darkvision to a range of 30 feet and have 
  telescopic vision that allows you to ignore the penalty on 
  sight-based Perception checks due to distance, though 
  the maximum range of your vision is still limited by the 
  environment. You become immune to blindness. 
  Stain: Your new eyes view the world in a cold and remote 
  way, causing you to miss the vital details of life. You suffer a 
  penalty on all Perception and Sense Motive checks equal to 
  1/2 your manifestation level. 
  Deep Focus 
  Part of your mind is artificial, allowing you to deeply focus on 
  a given task, but giving you a robotic weakness for command.
  Prerequisite: Greater shattered mind.
  Gift: You gain a +2 bonus to Intelligence checks and 
  Intelligence-based skill checks for each manifestation level 
  you possess. 
  Stain: Once per day, at the GM’s discretion, whenever you 
  hear a spoken command you must make a Will save (DC 15 + 
  your manifestation level) or carry out the spoken command 
  to the best of your ability. 
  
  5
  5
  Magic Resistant
  You are resistant to magical attacks.
  Prerequisites: Corruption stage 2, manifestation level 5th.
  Gift: You gain an amount of spell resistance equal to 10 + 
  twice your manifestation level. 
  Stain: You must attempt to resist any spell cast upon you 
  using this spell resistance, including beneficial spell effects.
  Magical Immunity
  Enough of your body is artificial that you take on a golem-like 
  immunity to magic
  Prerequisites: Magic resistance, manifestation level 7th.
  Gift: Choose a number of spells equal to your manifestation 
  level. You must choose at least 1 spell of each school of 
  magic before you can choose a second spell of a given school. 
  You become immune to those spells as though you had 
  unbeatable spell resistance. You must choose spells that offer 
  spell resistance.
  Stain: When you gain this manifestation, the GM also 
  chooses a number of spells equal to your manifestation 
  level. You become immune to those spells as though you had 
  unbeatable spell resistance.
  Reinforced 
  Your mechanical body parts are strengthened through 
  alchemical processes to be more resilient to damage.
  Prerequisite: Greater armored.
  Gift: You gain an amount of damage reduction equal to 1/2 
  your manifestation level, which can only be overcome by 
  adamantine weapons.
  Stain: Though reinforced against attack, your components 
  are more vulnerable to vibration. You become vulnerable to 
  sonic damage. 
  New Shadowbound Manifestations
  The following manifestations are available to characters with 
  the shadowbound corruption.
  Bleeding Gaze
  Hateful energies live behind your eyes that can cause others 
  to bleed profusely from their eyes, though you may also weep 
  bloody tears.
  Gift: Once per day per manifestation level, you can invoke 
  this bleeding gaze to cause a single living creature within 
  30 feet to bleed from his eyes. A creature affected by this 
  ability must succeed on a Fortitude save (DC = 10 + your 
  manifestation level + your Charisma modifier) or suffer 2d6 
  points of bleed damage and be blinded for as long as he 
  continues to suffer bleed damage. 
  Stain: Once per day, at the GM’s discretion, you begin to 
  bleed from the eyes, suffering an amount of bleed damage 
  equal to your manifestation level and becoming blinded for 
  as long as you continue to suffer bleed damage.
  Cloak in Darkness 
  Your growing connection to the dread plane of shadows 
  allows you to disappear from the world.
  Prerequisites: Stealth 1 rank, manifestation level 5th.
  Gift: You can use Stealth to hide even while observed or in 
  conditions of bright light. You also gain a bonus on Stealth 
  checks equal to 1/2 your manifestation level.
  Stain: You are faded and almost nonexistent, and do not 
  last long in the minds of others. You suffer a penalty on all 
  Charisma-based checks, except for Disguise and Use Magic 
  Device, equal to your manifestation level.
  Shadow Pain
  You can project a phantom pain in others that lingers and 
  amplifies their suffering. 
  Gift: Any time a creature succeeds on a saving throw against 
  one of your pain effects, that creature must make another 
  saving throw 1 round later, with a -2 penalty on the save. If 
  she fails this secondary save, she still suffers the effects of 
  your pain effect as though she had failed the initial save.
  Stain: This shadowy pain follows you wherever you go; 
  whenever you are subject to a pain effect, you automatically 
  become sickened for 1d4 rounds. 
  Shadow Step
  You can instantly cross the distance between two places by 
  traversing the shadow realm, though you are exposed for a 
  brief while to the horrors that lie therein.
  Prerequisite: Manifestation level 5th.
  Gift: Once per minute, you can step through shadows 
  in order to transport yourself over brief distances. This 
  functions like the spell dimension door, except that you must 
  begin and end your movement within areas of dim light or 
  darkness. You can transport yourself for a number of feet 
  equal to 20 times your manifestation level.
  Stain: Whenever you travel via a teleportation effect, you 
  catch a brief glimpse of the horror of the Plane of Shadow, 
  causing you to suffer 1 point of Wisdom damage each time 
  you travel in such a manner.
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption or 
  vile corruption variants. 
  Suffuse Darkness with Terror 
  You can fill shadows with the fear that lives inside of you, but 
  you are burdened by your ever-growing fears whenever you 
  enter the light.
  Gift: As a standard action, when in an area of darkness, you 
  can project your fears into a 30-foot-radius spread centered 
  on you. Any creature in that area must succeed on a Will save 
  (DC = 15 + your manifestation level) or become frightened. 
  You can use this ability once per day per manifestation level. 
  Stain: The first time you enter an area of bright light, you 
  must succeed on a Will save (DC = 15 + your manifestation 
  level) or be overwhelmed by the memories of what lies in the 
  darkness, causing you to become shaken until you return to 
  an area of dim light or darkness. 
  
  Permission to copy, modify and distribute the files collectively known as the System Reference 
  Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should read 
  and understand the terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the 
  License are provided within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game 
  License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not 
  Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, 
  d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, 
  proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the 
  City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of 
  Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak 
  Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of 
  Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of 
  Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, 
  Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile 
  Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, 
  mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton 
  J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, 
  Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Weekly Wonders: New Corruption Manifestations Volume II Copyright 2016, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Weekly Wonders
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - New Corruptrion Manifestations Volume II.pdf