Mysticism of Zezzet. While bond Zezzet deck, you gain a number of additional benefits:
- You can use the deck to cast augury as a ritual, without expending components.
- You can use a bonus action to draw a card of your choice and ask divine information about a creature you can see, learning if the target has any damage resistances, immunities or vulnerabilities to the drawn card's element or type of damage.
- You are under the effects of detect magic at all times.
Unstable Magic Bonding. You can decide to bond with the Zezzet Deck, becoming "The Reader" and consequentially:
- The Reader is the only creature who can draw cards without any drawback;
- If someone else draws a card without The Reader's agreeing, he activates the d20 card's effect taking 1d8+6 card's type damage;
- The Reader can decide to lend the deck to one ally of his choice for a limited amount of time of maximum 8 hours: the container disappears and comes automatically back into The Reader's hands after the loan expires or if The Reader decides to take the cointainer back before the set amoun of time;
- If The Reader decides to break the bond or if he dies, the Zezzet Deck can establish a new Unstable Magic Bonding with another creature.
Catalysis of Zezzet. When you bond to Zezzet deck, you gain proficiency with it as a weapon. Zezzet deck is a magical ranged weapon, with the Finesse and Thrown (30/60) properties. Each card is a magical bullet, it has +1 to hit and deals 1d8 damage; after any attack dealts with a card, drawn card comes magically back into the deck.
- Draw a card Choose a target you can see within range and roll a d20 for choose a card. Then you hit the target with a magical ranged attack, dealing card's 1d8 damage and effect. You throw the card as attack on the target and activate the effect.
If a creature is immune to some conditions, he success automatically the sawing throw
Cards Effect:
- Earth: Deals Bludgeoning damage. On hit, create a little shake under target's feet, he must also make a DC(15) Strenght saving throw, on a failure the creature is Knocked prone.
- Fire: Deals Fire damage. This card creates and explosion, what deals half damage to every creature in a 10 feet radius; all creatures must make DC(14) Dexterity saving throw, on success they dodge the fire.
- Metal: Deals Bludgeoning damage. This card generates a mysterious metal alloy, what try to cover the creature; he must makes a DC(13) Constitution saving throw; On a failure he become Petrified until the beginning of your next turn on a failed save. He commutes in a metal alloy, being immune to every damage and impossible to melt.
- Water: Deals Bludgeoning damage. On hit, this card generate a torrent who knock back 10 feet the target. The target can make a DC(16) Strenght saving throw to resist the flow, on a success, he doesn't move.
- Ice: Deals Cold damage. On hit, creates a hunk of ice on impact. The target is Stunned until the end of his turn.
- Air: Deals Slashing damage. This card creates windslash on impact. The target has moving speed halfed if he trys to reach the direction where the card comes, slowed form the wind.
- Wood: Deals Piercing damage. This card creates brambles at the landing point, who whip the target. The target must also make a DC(15) Strenght saving throw, On a failure, the target become Restrained, constricted by vines and brancheconstricted by vines and branches until the beginning of your next turn.
- Lighting: Deals Lighting damage. On hit, creates a shock and the target also make a DC(15) Constitution saving throw or become Paralyzated until the beginning of your next turn.
- Ritual: Deals Piercing damage. This card create a magical nail on target and summon a d4 Imps, who attack the target. Imps disappear in 10 minutes or if the target die.
- Energy: Deals force damage. This card create a mysterious explosion with a 5 foot radius. All creatures inside the sphere take the same the amount as force damage. The damage of this card can't be reduced.
- Time: Deals Psychic damage. This card has the power to control the time when damages a creature, he must makes a DC 14 Intelligence saving throw to resist the effect; on a failure he is Incapacitated and stop until his turn finish, stopped in .If the creature was flying, fall on the ground.
- Ooze: Deals Acid damage. On impact, this card generate a ooze, the target must makes a DC 18 Intelligence saving throw what. On failure the target is Poisoned until the start of his turn.
- Light: Deals Radiant damage. At the landing point, the card explode in a big white flash. All creatures within 5 feet of the target must make a DC(15) Dexterity saving throw, becoming Blinded until the beginning of your next turn on a failed save as they become overwhelmed by a magical flash of light.
- Dark: Deals Necrotic damage On hit, this card creates a thick fog around the target. The creature have -2 on every attack rolls he wants makes on the next turn.
- Sound: Deals Force damage. This card fly at speed of sound, generating a sound burst; the target becomes Deafened until the start of your next turn.
- Peace: Deals Psychic damage. This card generating a green thin mist around the target, what rapidly vanish; and the target must make a DC(16) Charisma saving throw. On a failed save, it becomes Charmed by you and your companions until the beginning of your next turn, as it becomes overwhelmed with serenity and calm.
- War: Deals Psychic damage. This card generate a blue thin mist around the target, what rapidly vanish; the target must succeed a DC(16) Charisma saving throw. On a failed save, he has to expend his turn to reach and to attack the nearest creature he can see until the beginning of your next round, as it experiences uncontrollable violent urges.
- Mind: Deals Psychic damage. This card summons pink bubbles around the target, he must make a DC(16) Wisdom saving throw. On failure, he is Confused until the beginning of your next turn.
- Death: Deals Necrotic damage. This card create an curse on the target;If the creature dies in 10 minutes, create a grave and raise a Ghoul CR1 what fights under your comand for 10 minutes; it attacks at the end of your turn.
- Life: Deals Radiant damage. On hit, this card deals damage and you regains hit points equal to half damage the target takes.
Destroying the Zezzet Deck. If someone else start the ritual to create another Zezzet Deck, the existing deck crush in a sparlky and glitter explosion. The condition is IF someone start the ritual, not to complete it. If the ritual fails, the first deck still a pile of rainbow dust.
Notes: Upon closer inspection, this ornate silver box with a lapis blue sign "ZEZZET", contains a deck of 20 Tarot cards. Each card is imbued with a different element and acts in concert of its wielder, effortlessly cutting down foes like a razor-sharp ribbon of paper. Zezzet deck was created by the sorceress Yzma Zezzer, who tryed to control her powers through a complex ritual, which continued for a whole week, using this deck as a portable catalyst. According to legend, she vanished when the deck was imbued with her Wild Magic Surge, leaving the Deck unattended
Comments