Mare Loviatha

Ice Queen

Loviatha tried to manipulate her family into making her queen and almost succeeded. “Mare” Loviatha will bestow the powers of her icy home to anyone who worships her as the queen she deserves to be.

Summoning Rules

Spirit Level: 7th
Constellation: Mage
Binding DC: 27
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You are not bound to other female spirits. If you accept this totem, you cannot bind to such spirits until Loviatha departs from your soul
  • You are male or give courtly praise to Loviatha as a queen, which requires 14 ranks in Knowledge (nobility).
  • You can speak Elven.

Ceremony: You take the dried skins of seven different types of snakes and place them into a basin of water while singing an elven song about the ice queen.
Manifestation: The skins writhe with life before freezing over. A chilling voice beckons for the pact to proceed.


A famous elven fable about valuing family involves a mythological princess named Loviatha who ruled an icy kingdom far to the north. Loviatha obsessed over horses and demanded the finest mare in the kingdom of her father at every birthday. During the celebration of her 100th year as her brothers squabbled over their father’s throne, Loviatha demanded a black unicorn of her brothers, stating that the beast could only be ridden by a true king. One by one, her brothers died in pursuit of this impossible goal until the youngest brother finally claimed to have found it. He brought Loviatha before the fabled beast, the King of Ice, who asked Loviatha for her dearest wish. When she replied, the unicorn revealed itself as a genie and transformed Loviatha into the first, and only, black unicorn.

Legend of Mare Loviatha

Granted Abilities

Major Granted Abilities

  • Wrath of the Ice Queen: As a standard action, select 1 creature within 30 feet that can see you. That creature freezes alive if it fails a Fortitude save, becoming permanently petrified. Stone to flesh cannot remove this condition (as the creature is frozen, not turned to stone) but break enchantment can. After using this ability, it is expended for 5 rounds.
  • Capstone Empowerment: A creature that succeeds on its saving throw against your wrath of the ice queen becomes staggered from one round.

Minor Granted Abilities

  • Dark Horn: You gain a gore attack that deals 1d6 points of damage plus your Strength (1d4 if Small). This attack is treated as an evil weapon for overcoming damage reduction. You must show Loviatha’s sign in order to gain this benefit.
  • Mare’s Whispers: You gain an insight bonus on Handle Animal and Ride checks equal to ½ your binder level.
  • Mounted Prowess: You gain Mounted Combat and Mounted Archery as bonus feats, even if you do not meet their prerequisites.
  • Burden of Guilt: As a standard action, a creature within 30 feet must succeed on a Will save or begin to harm itself for 1 round per binder level you possess. Each round, the target deals 1d8 points of damage + its Strength modifier to itself if it failed its saving throw, using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which this ability ends. A creature that succeeds on its initial saving throw is immune to this ability for 24 hours.

Signs and Influence

Physical Sign: A black horn as long as your forearm grows from your forehead. Whenever you activate one of Loviatha’s granted abilities, your skin and hair take on a black tone.
Personality: You become suspicious of others and easily frustrated, though you ignore all offers of aid.
Favored Ally: Animal (horses), Magical Beast (unicorns), and Any (creatures with the cold subtype)
Favored Enemy: Any (creatures able to summon others) and Any (creatures with the fire subtype)

Vestigial Companion

You gain the service of a black unicorn companion. This functions as a horse animal companion using your binder level as your druid level, except the horse gains a +10 profane bonus to Intelligence, Wisdom, and Charisma, has a gore attack (1d8+Str), and has a constant magic circle against good effect. The unicorn’s gore attack is treated as an evil weapon for the purpose of overcoming damage reduction. This ability replaces burden of guilt.

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