This legendary vestige improves with the caster attuned to it, improving their magic with the potency of sorcery. This item can turn any novice wizard into a truly legendary spellcaster. This item is exceedingly rare, and there are only 2 known (complete) Decks of Sorcery in existence - one deck belongs to, and is held by, the creator. The Deck of Sorcery was created by a mythic mage of legend; Cameron the Clairvoyant.
Deck of Sorcery (Dormant). After attuning to this item for 1d6 days in a row and taking no other actions, you gain access to a special mystical deck of tarot cards. Each has its own power. On each of your turns as a Bonus Action, you can draw from your Deck of Sorcery 1 card. The range of the abilities granted by the cards have a range of 20 feet, can be used on you and other creatures, and their effects last until the start of your next turn. You can make a number of draws equal to your wizard level per long rest. To draw from the Deck of Sorcery - roll 1d20, and consult the table below. You do not need to use the card when you 'draw' it, but you cannot hold the card for later usage - it must be used on your turn as part of your Bonus Action.
1. The Magician (Manifestation); The next spell cast will count as casted one spell slot higher at no additional cost. Max 3rd Level spells.
2. The High Priestess (Aura); Gain 1d12+INT modifier as temp HP.
3. The Empress (Aegis); Gain AC equal to your INT modifier (max 5).
4. The Emperor (Wrath); Gain Attack advantage on next single target attack (weapon or spell).
5. The Hierophant (Sanctuary); Gain Evokers Sculpt Spell ability on next spell cast.
6. The Lovers (Respite); Gain 2d6+INT modifier HP.
7. The Chariot (Celerity); Gain movement speed equal to your wizard level. You do not provoke opportunity attacks while using this extra movement.
8. Strength (Reaver); Gain +1 damage dice on next weapon or spell attack (of the same damage type).
9. The Hermit (Enochian); Gain Sorcerers Transmute Spell ability on next spell cast. Can change damage type to fire, radiant, poison, acid, necrotic, psychic, cold, lightning, thunder.
10. Justice (Leyline); Extend next spell casts range by 30 feet.
11. The Hanged Man (Severity); Next spell or weapon attack has its critical hit range expanded to 18-20.
12. Death (Calamity); Impose damage vulnerability of any kind of damage type.
13. Temperance (Inspiration); Gain advantage on fear/charm saves.
14. The Devil (Haunt); If single target of next spell fails the saving throw, they also suffer a reduction of 1d6 AC.
15. The Tower (Spellward); Gain resistance to elemental damage of your choice.
16. The Star (Wish); Next spell cast does not use up a spell slot, cannot be upcast. Max 3rd level spell.
17. The Moon (Luna); Teleport to an unoccupied space you can see within range (Deck of Sorcery range).
18. The Sun (Radiance); Gain a bonus to all saving throws equal to your INT modifier. You shed bright light within 5ft during this effect.
19. Judgment (Devastation); The next single target of your spell has disadvantage on that saving throw.
20. The World (Revelation); The next spell cast has its DC increased by your INT modifier.
Shared Fortune (Awakened)
You are able to share the effects you give to your allies from your Deck of Sorcery. The range of your Deck of Sorcery increases to 40 ft.
Wheel of Fate (Exalted)
You are a master over the cards you draw from your Deck of Sorcery. Any time you draw from your Deck of Sorcery as a bonus action, you can choose to draw up to your INT modifier in cards, and choose the card you wish from the cards drawn (max 5), you discard the rest of the cards drawn this way.
Notes: Wizard only
Previous Versions
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5/10/2023 10:43:13 PM
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0
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1
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5E
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Coming Soon
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6/8/2023 12:31:55 AM
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15
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2
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5E
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Coming Soon
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