Level
5th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

You summon a deck of magical playing cards. The cards encircle you and spin wildly, until finally stopping on a single card which gives a random effect. You can either roll a d20 to see which card you get or draw a card from a playing deck. 

  • (1) Joker Self: You are polymorphed into a chicken for 1 minute, you retain your current HP and do not change back into yourself until the minute is up, Greater Restoration is cast upon you, or you fall unconscious. 
  • (2) 2 Target: Two spheres of elemental energy envelop your hands; choose either acid, cold, fire, force, lightning, poison, radiant, or necrotic. Make a ranged spell attack for each sphere against a target within 20 feet, on a hit each sphere deals 4d8 damage of the chosen elemental type. 
  • (3) 3 Self: For 1 minute you have a -3 to your AC. 
  • (4) 4 Self: You gain 40 feet of flying for 1 minute. 
  • (5) 5 Self: Dark magic crackles from the card as you grip it; take 5d10 necrotic damage
  • (6) 6 Cone: You hold the card in front of you and unleash a 60-foot cone of Force. Each creature within the cone must make a Strength saving throw or take 6d8 force damage, half as much on a successful save.  
  • (7) 7 Self: For 1 minute you and any non-hostile creature who remain within 20 feet of you have a -7 to attack rolls with weapon attacks. Creatures who are outside or move outside the 20-foot radius no longer have the -7 to hit.  
  • (8) 8 Target: For 1 minute, you and up to eight other creatures within 80 feet of you that you can see can add 1d8 to any saving throw, skill check, or attack roll. 
  • (9) 9 Self: Your feet become affixed to the ground as you slowly become petrified. Your speed becomes 0 feet and you have disadvantage on Dexterity saving throws while you are becoming petrified. At the start of each of your turns, you must make 3 Constitution saving throws against your own Spell Save DC. Any success will stop the petrification process. If you fail all 3 saving throws you become petrified. 
  • (10) 10 Self: You gain resistance to all damage for 10 minutes. 
  • (11-14) Jack  Self: You summon a spectral mace to your hands. For 1 hour you can use this mace as a melee weapon, you are considered proficient with this weapon and may use your spell casting modifier to make attacks with it. On a hit the target takes 2d8+ your spell casting modifier force damage. 
  • (15-17) Queen Target: Choose one creature you can see within 60 feet. That creature must make a Charisma saving throw or become charmed for 1 hour. As a bonus action you can command that creature to move up to its full movement speed and make one attack. The creature can remake the saving throw at the end of each of its turns or whenever it takes damage. 
  • (18-19) King Self: You summon a spectral dragon that fights by your side for 1 hour, (Use stats for Red Dragon Wyrmling). Choose an area that you can see within 20 feet where the dragon appears. As a bonus action you can command the dragon to move up to its full movement speed and make one attack. 
  • (20) Ace Self: You summon a massive ball of swirling arcane energy that hovers above your fingertip. You pick a point that you can see within 60 feet and hurl the ball of energy. All creatures within 30 feet of the point you selected must make a Dexterity saving throw or take 10d6+40 force damage or half as much on a successful save. 
* - (A deck of playing cards)

Available For: Bard (Legacy) Sorcerer (Legacy)

AFreshPepper

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