Stored in a leather pouch, this unique deck contains thirty-eight monochromatic cards made of some strong but unknown metal, each of which features a design with thick brush strokes.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of tarot cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence.
Major Arcana Card — Card
0: The Fool
I: The Magician — The Preacher
II: The High Priestess — The Student
III: The Empress — The Rebel
IV: The Emperor — The Burning Tree
V: The Hierophant — The Wall
VI: The Lovers — Order
VII: The Chariot — The Leap
VIII: Strength — Growth
IX: The Hermit — The Hag's Eye
X: Wheel of Fortune — Wisdom
XI: Justice — The Ship
XII: The Hanged Man — The Storm
XIII: Death — Rebirth
XIV: Temperance — The Silver Dragon
XV: The Devil — The Eel
XVI: The Tower — The Phoenix
XVII: The Star — The Dawn
XVIII: The Moon — The Ashes
IXX: The Sun — Robin and Worm
XX: Judgement — Nest and Egg
XXI: The World — The Mirror
Minor Arcana Suit — Suit
Wands: Blizzards
Chalices: Tides
Swords: Gales
Pentacles: Quakes
Minor Arcana Court Cards — Court Card
Page: Mouse
Knight: Snake
Queen: Fox
King: Bear
The Fool. Two additional cards must be drawn within the hour.
The Preacher. Pieces of jewelry worth 50,000 GP in total randomly appear within 30 feet of you.
The Student. You become completely invisible for 24 hours. Only a Wish spell can dispel this effect.
The Rebel. You gain proficiency in all skills for 24 hours.
The Burning Tree. The Fire Storm spell takes effect as if you cast it targeting the 10 feet wide, 100 feet long area in front of you.
The Wall. You cannot fall unconscious or knock other creatures unconscious for 24 hours, but you can still be incapacitated if your HP falls to 0. Exhaustion levels will not be gained from a lack of sleep until at least 48 hours have passed. This effect also prevents you from dying or killing other creatures.
Order. A wondrous item that can be worn appears on your body. It is unattuned if it can be attuned to.
The Leap. The Time Stop spell takes effect as if you cast it yourself.
Growth. The Polymorph spell takes effect as if you cast it on yourself. You choose the creature.
The Hag's Eye. You regain all expended spell slots.
Wisdom. You can permanently decrease one ability score by 2 and increase another by 2. This can increase scores above 20 but not 24, and cannot decrease a score below 1.
The Ship. All creatures within 20 feet must make a DC 20 Charisma saving throw or begin to feel indifferent toward those that they are hostile toward for 1 minute, much like the Calm Emotions spell.
The Storm. The Antimagic Field spell takes effect as if you cast it yourself.
Rebirth. For the next 24 hours, you can speak, write, and understand any language.
The Silver Dragon. You gain a flying speed equal to your walking speed for 24 hours. If you already have a flying speed, it doubles for the duration.
The Eel. The closest weapon becomes a +3 magical weapon if it isn't already.
The Phoenix. Your speed doubles for 24 hours. This apples to all of your movement options.
The Dawn. You immediately gain the benefits of taking a long rest.
The Ashes. For the next 24 hours, all rolls you make from 1-10 are critical failures, and all from 11-20 are critical successes.
Robin and Worm. The Foresight spell takes effect as if you cast it on yourself.
Nest and Egg. You can gain an amount of temporary HP equal to your maximum HP.
The Mirror. Nothing happens. No more cards can be drawn for 1 hour.
Mouse of Blizzards. You lose the ability to read for 24 hours.
Snake of Blizzards. You lose the ability to cast spells for 24 hours.
Fox of Blizzards. You lose proficiency in all saving throws for 24 hours.
Bear of Blizzards. You lose proficiency in all skills for 24 hours.
Mouse of Tides. You cannot benefit from long rests for 24 hours.
Snake of Tides. You lose the ability to understand speech for 24 hours.
Fox of Tides. You lose the ability to lie for 24 hours.
Bear of Tides. You lose the ability to speak for 24 hours.
Mouse of Gales. You lose proficiency with all armor and shields for 24 hours.
Snake of Gales. You lose proficiency with all weapons for 24 hours.
Fox of Gales. You lose the ability to gain memories for 24 hours.
Bear of Gales. You lose the ability to walk, run, fly, and swim for 24 hours.
Mouse of Quakes. You lose the ability to take bonus actions and reactions for 24 hours.
Snake of Quakes. All of your money disappears for 24 hours, being taken elsewhere as determined by the DM before returning unaffected.
Fox of Quakes. You cannot benefit from half or three-quarters cover for 24 hours.
Bear of Quakes. You lose attunement to all magic items and cannot attune to any for 24 hours.
Notes: Healing, Damage, Control, Buff, Social, Debuff, Negation, Utility, Combat, Consumable
Previous Versions
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1/13/2024 6:27:48 AM
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2/17/2024 8:07:37 PM
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