Wondrous Item, legendary

A set of 22 divination cards with... strange properties.

Draw one card at random (you can use tarot cards or an altered deck of cards to simulate the deck). Once the card is drawn, you may choose to activate the magic within the card at any point within 24 hours of drawing the card. Failure to do so will cause the card to disappear without the magic taking effect. Drawing an additional card during this time will cause the initial card to disappear. 

Once it disappears, each card will reappear in the deck after three days.


Deck Listing

  • 0, The Fool - Joker - Caster is teleported to the last place they slept.
  • I, The Magician - Jack of Diamonds - Until the end of the next battle to take place after this card is drawn, caster inflicts an additional 1d8 psychic damage. Additionally, a third eye will open on the caster's forehead until the magic of the card ends. This eye will be completely black, and will glow a slight purple whenever they make an attack.
  • II, The High Priestess - Queen of Clubs - A large stone foot will form above one random enemy within 60ft of the caster. The foot will then drop onto the enemy, dealing 2d12 bludgeoning damage. If there are no enemies within 60ft, the stone foot will form above and fall on one random NPC. If there are no NPCs, it will fall on one random PC.
  • III, The Empress - Queen of Spades - Until the end of the next battle to take place after this card is drawn, the caster inflicts an additional 1d10 necrotic damage. Additionally, the caster will sprout horns (if they don't already have any), their eyes will turn red, and their skin will turn black. This transformation will last until the magic of the card ends.
  • IV, The Emperor - King of Spades - Caster instantly knows the location of the enemy with the highest challenge rating within a 200ft radius. If there are multiple of the same challenge rating, the caster knows the location of all enemies of that challenge rating. The caster will continue to know the locations of these creature for five minutes. The caster will not learn anything else about the enemy apart from its location.
  • V, The Hierophant - Two of Diamonds - Caster gains 2d6 temporary hit points.
  • VI, The Lovers - Two of Hearts - Caster heals 2d6 hit points.
  • VII, The Chariot - Ten of Spades - Caster has immunity to all types of non-magical damage and double movement speed for one minute. Additionally, caster will only be able to make melee attacks until the card duration is over. Attempting to make a ranged attack will result in a guaranteed critical miss. The caster will also sprout a unicorn horn and will glow in different colours until the magic of the card ends.
  • VIII, Justice - King of Hearts - A potion of healing, a Chime of Opening with one charge, one gold, and one bomb appear on the floor in front of the caster.
  • IX, The Hermit - Jack of Hearts - Teleports the caster to the nearest shop.
  • X, Wheel of Fortune - Nine of Spades - The DM rolls a percentile die. The condition that takes effect will be determined by the Wheel of Fortune list below.
  • XI, Strength - King of Clubs - Caster gains 2d4 temporary hit points and gains advantage on all attack rolls until the end of the next battle to take place after this card is drawn. Additionally, the caster and their clothes will increase one size (Small becomes Medium, Medium becomes Large, etc.) until the magic of the card ends.
  • XII, The Hanged Man - Jack of Spades - The caster will gain spectral wings for the next hour. For this time, they have a flight speed equal to their walk speed plus 15ft.
  • XIII, Death - Ace of Spades - Every enemy within 60ft of the caster takes 2d12 of any kind of damage they are vulnerable to. If they are not vulnerable to any damage, they take any kind of damage they are not resistant or immune to, at DM's discretion
  • XIV, The Tower - Six of Clubs - Six explosions will occur in random locations in a 120ft radius of the caster. These explosions will have an effective radius of 5ft. These explosions will deal 1d12 force damage and 1d6 fire damage to anybody caught in the blast.
  • XV, The Devil - Two of Clubs - The caster will inflict an extra 1d6 necrotic damage and gain advantage on all attacks until the end of the next battle to take place after this card is drawn. Additionally, the caster's eyes will turn completely black and will begin to cry blood until the magic of the card ends.
  • XVI, Temperance - Six of Hearts - The DM rolls a percentile die. The object that appears in front of the caster will be determined by the Temperance list below.
  • XVII, The Stars - Ten of Diamonds - Teleports the caster to the magic item, piece of armour, or weapon with the highest monetary value within 500ft. This item cannot be in a PC's, NPC's or enemy's inventory.
  • XVIII, The Moon - Ace of Clubs - Teleports the caster to the nearest room that is concealed behind a hidden entrance within 500ft. If there is no such room within 500ft, the caster is instead teleported to a random location within 500ft of their original position.
  • XIX, The Sun - Ace of Diamonds - Completely heals the caster, inflicts 1d8 necrotic damage that the player can see, and the caster is unable to become lost for one hour.
  • XX, Judgement - Jack of Clubs - If the caster is of the Good alignment, fifteen gold coins appear in their hand. If the caster is of the Neutral alignment, they will heal 1d8 hit points. If the caster is of the Evil alignment, a Vicious Dagger will appear in their hand.
  • XXI, The World - Ace of Hearts - The caster cannot get lost for one hour.

Wheel of Fortune List

00-20 - One gold coin appears in front of the caster
21-34 - Three gold coins appear in front of the caster
35-45 - Caster heals all hit points
46-49 - Caster heals 1d6 hit points
50-53 - Caster heals 1d10 hit points
54 - Caster gains 1d6 temporary hit points
55-58 - One bomb appears in front of the caster
59-61 - Two bombs appear in front of the caster
62 - An explosion happens in front of the caster, dealing 1d12 force damage and 1d6 fire damage
63-67 - One random common potion or poison appears in front of the caster
56-69 - A Chime of Opening with one charge appears in front of the caster
70 - A Chime of Opening with two charges appears in front of the caster
71 - A Chime of Opening with three charges appears in front of the caster
72 - A Chime of Opening with four charges appears in front of the caster
73 - A Chime of Opening with five charges appears in front of the caster
74 - A Chime of Opening with six charges appears in front of the caster
75 - A Chime of Opening with seven charges appears in front of the caster
76 - A Chime of Opening with eight charges appears in front of the caster
77 - A Chime of Opening with nine charges appears in front of the caster
78 - A Chime of Opening with ten charges appears in front of the caster
79 - One platinum appears in front of the caster
80-99 - Nothing happens. If nothing happens, the Wheel of Fortune reappears in the deck immediately.


 Temperance List

00-50 - One gold coin appears in front of the caster
51-70 - Two gold coins appear in front of the caster
71-80 - Three gold coins appear in front of the caster
81-93 - One platinum appears in front of the caster
94-99 - Caster heals 5d10, increases walking speed by 5ft, and gains 1d8 temporary hit points

headintheclouds

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