Level
1st
Casting Time
1 Minute Ritual
Range/Area
20 ft.
Components
V, S, M *
Duration
1 Day
School
Enchantment
Attack/Save
CHA Save
Damage/Effect
Buff (...)

You take a minute to shuffle and draw out a card from your tarot card deck and target a humanoid creature you can see within range. The creature makes a charisma save, which they may choose to fail if they are aware of you casting the spell. If they fail, they are enchanted with a boon related to the card drawn for 24 hours. If they succeed, they are immune to this spell for 24 hours. Each card holds a specific connotation as well as a unique symbolic implication. At higher levels, one additional card may be drawn per level. To determine which card is drawn, roll a percentile die or draw a random card from a shuffled Deck of Thoth tarot card deck. Once a creature is enchanted via this spell, they become immune to subsequent castings of this spell for 24 hours. 

  1. Trumps (79-100)
    1. (100) The Fool: Represents ideas and thoughts that endeavor to transcend earth, mania, eccentricity, and sudden impulses. The target creature gains inspiration. 
    2. (99) The Magus: Represents skill, wisdom, adroitness, cunning, and esoteric power. The target creature gains a +2 to their Wisdom modifier for the duration of the spell.
    3. (98) The Priestess: Represents pure, exalted, and gracious influence that brings change. The target creature gains a +2 to their Charisma modifier for the duration of the spell.
    4. (97) The Empress: Represents love, beauty, happiness, success, and good fortune. The target creature gains 2d4 luck die that they can add to any roll for the duration of the spell.
    5. (96) The Emperor: Represents war, conquest, victory, strife, power, stability, and ambition. The target creature gains a +2 to their Strength modifier for the duration of the spell.
    6. (95) The Hierophant: Represents divine wisdom, toil, persistence, and teaching. The target creature gains a +2 to their Intelligence modifier for the duration of the spell. 
    7. (94) The Lovers: Represents inspiration, intuition, intelligence, beauty, and love. The garget creature gains a +4 modifier to their Initiative rolls for the duration of the spell. 
    8. (93) The Chariot: Represents triumph, victory, hope, health, and success. The target creature gains a +2 to their Constitution modifier for the duration of the spell. 
    9. (92) Adjustment: Represents justice, balance, trials, and contracts. The target creature cannot critically fail or critically succeed on any of its rolls for the duration of the spell.
    10. (91) The Hermit: Represents inner illumination and circumspection. The target creature immediately is stabilized upon reaching 0HP during the duration of the spell. 
    11. (90) Fortune: Represents destiny and generally good luck. The target creature gains 2d4 luck die that they can add to any roll for the duration of the spell.
    12. (89) Lust: Represents energy and the use of magic. The target creature gains an extra corresponding spell slot for each level of spell slots that they have for the duration of the spell.
    13. (88) The Hanged Man: Represents redemption through sacrifice. The target creature gains proficiency in a saving throw of their choice for the duration of the spell.
    14. (87) Death: Represents transformation and change. The target creature receives resistance to one type of damage of their choice for the duration of the spell. 
    15. (86) Art: Represents realization and action based on accurate calculation. The target creature gains a +2 to their Dexterity modifier for the duration of the spell. 
    16. (85) The Devil: Represents impulse, temptation, and obsession. The target creature rolls one skill of their choice with advantage for the duration of the spell. 
    17. (84) The Tower: Represents combat, danger, ruin, and ambition. The target creature gains a +2 modifier to their Armor Class for the duration of the spell. 
    18. (83) The Star: Represents hope, help, clarity, and insight. The target creature may have advantage on any 2 rolls of their choice for the duration of the spell. 
    19. (82) The Moon: Represents bewilderment, hysteria, and madness. The target creature has advantage on saving throws against being frightened, stunned, or charmed for the duration of the spell. 
    20. (81) The Sun: Represents glory, riches, triumph, and pleasure. The target creature receives a +2 modifier to all skills for the duration of the spell. 
    21. (80) The Aeon: Represents closure, resolution, and action. The target creature receives a +20 modifier to their speed for the duration of the spell. 
    22. (79) The Universe: Represents inertia, synthesis, and completion. The target creature gains Inspiration. 
  2. Suit of Wands (Fire) (65-78)
    1. (78) Ace of Wands: Represents vigor. The target creature gains a +2 modifier to their attack rolls for the duration of the spell. 
    2. (77) Dominion: Represents power. The target creature deals an additional 1d4 fire damage on all of their attacks for the duration of the spell. 
    3. (76) Virtue: Represents conceit. The target creature gains advantage on one skill role of its choice for the duration of the spell. 
    4. (75) Completion: Represents perfection. The target creature may change a critical failures they roll into critical successes for the duration of the spell. 
    5. (74) Strife: Represents quarreling. The target creature gains a +2 modifier to intimidation skill checks for the duration of the spell. 
    6. (73) Victory: Represents triumph. The target creature gains a +2 modifier to a saving throw of their choice for the duration of the spell. 
    7. (72) Valor: Represents honor. The target creature gains advantage against being knocked prone for the duration of the spell. 
    8. (71) Swiftness: Represents approaching goals at a high velocity. The target creature receives a +10 modifier to speed for the duration of the spell.  
    9. (70) Strength: Represents force. The target creature gains a +2 modifier to strength saving throws for the duration of the spell. 
    10. (69) Oppression: Represents cruelty and malice. The target creature rolls all intimidation skill checks with advantage for the duration of the spell. 
    11. (68) Princess of Wands: Represents enthusiasm. The target creature gains a +2 modifier to proficiency bonus for the duration of the spell. 
    12. (67) Prince of Wands: Represents impulsiveness. The target creature gains a +2 modifier to their initiative rolls for the duration of the spell. 
    13. (66) Queen of Wands: Represents adaptability. The target creature gains a 1d4 luck die that they can add to any roll for the duration of the spell. 
    14. (65) Knight of Wands: Represents cruelty. The target creature heals one hit die's worth of hit points for each creature they killed during the duration of the spell. 
  3. Suit of Cups (Water) (51-64)
    1. (64) Ace of Cups: Represents fertility. The target creature gains advantage on seduction rolls using the persuasion skill for the duration of the spell. 
    2. (63) Love: Represents joy and harmony. The target creature gains a +2 modifier to wisdom saving throws for the duration of the spell. 
    3. (62) Abundance: Represents abundance. The target creature gains 1d4 temporary hit points from eating a meal for the duration of the spell. 
    4. (61) Luxury: Represents weakness. The target creature gains a +2 modifier to charisma saving throws for the duration of the spell. 
    5. (60) Disappointment: Represents misfortune. The target creature gains a 1d4 luck die that they can add to any roll for the duration of the spell. 
    6. (59) Pleasure: Represents fulfillment. The target creature grants advantage on medicine checks used to heal them for the duration of the spell. 
    7. (58) Delusion: Represents addiction. The target creature receives two hit die worth of temporary hit points for the duration of the spell. 
    8. (57) Indolence: Represents instability. The target creature gains advantage on Strength checks/saves used to grapple/resist being grappled for the duration of the spell. 
    9. (56) Happiness: Represents success. The target creature receives a +1 to their Strength, Dexterity, and Wisdom abilities for the duration of the spell. 
    10. (55) Satiety: Represents contentment. The target creature receives a +1 to their Constitution, Intelligence, and Charisma abilities for the duration of the spell. 
    11. (54) Princess of Cups: Represents grace. The target creature receives a +2 modifier to persuasion and performance skill checks for the duration of the spell. 
    12. (53) Prince of Cups: Represents subtlety. The target creature receives a +2 modifier to deception and stealth skill checks for the duration of the spell. 
    13. (52) Queen of Cups: Represents observation. The target creature receives a +2 modifier to perception and insight skill checks for the duration of the spell. 
    14. (51) Knight of Cups: Represents sensuality. The target creature heals one hit die's worth of hit points for each creature they seduced during the duration of the spell. 
  4. Suit of Swords (Air) (37-50)
    1. (50) Ace of Swords: Represents conquest. The target creature gains +2 to weapon damage for the duration of the spell. 
    2. (49) Peace: Represents sacrifice. The target creature gains +1 armor class for the duration of the spell. 
    3. (48) Sorrow: Represents melancholy. The target creature gains advantage on saving throws against being frightened for the duration of the spell. 
    4. (47) Truce: Represents recovery. The target creature treats short rests as long rests for the duration of the spell. 
    5. (46) Defeat: Represents spite. The target creature deals an additional die of damage when attacking a creature that injured it for the duration of the spell. 
    6. (45) Science: Represents labor. The target creature rolls artisan tool skill checks with advantage for the duration of the spell. 
    7. (44) Futility: Represents vacillation. The target creature treats each level of exhaustion as one level lower for the duration of the spell. 
    8. (43) Interference: Represents neglect. The target creature does not require food or drink for the duration of the spell. 
    9. (42) Cruelty: Represents despair. The target creature gains +2 on saving throws against being blinded, deafened, or incapacitated. 
    10. (41) Ruin: Represents failure. The target creature gains a 1d4 luck die that they can add to any roll for the duration of the spell. 
    11. (40) Princess of Swords: Represents practicality. The target creature receives a +2 modifier to athletics and acrobatics skill checks for the duration of the spell. 
    12. (39) Prince of Swords: Represents intellect. The target creature receives a +2 modifier to history and religion skill checks for the duration of the spell. 
    13. (38) Queen of Swords: Represents confidence. The target creature receives a +2 modifier to arcana and medicine skill checks for the duration of the spell. 
    14. (37) Knight of Swords: Represents courage. The target creature heals one hit die's worth of hit points for each enemy at the beginning of combat for the duration of the spell. 
  5. Suit of Disks (Earth) (23-36)
    1. (36) Ace of Disks: Represents wealth. The target creature rolls skill checks used in bartering with advantage for the duration of the spell. 
    2. (35) Change: Represents harmony. The target creature is not perceived as a threat or prey by animals for the duration of the spell. Attacking an animal negates this effect.
    3. (34) Works: Represents growth. The target creature rolls artisan tool skill checks with advantage for the duration of the spell. 
    4. (33) Power: Represents money. The target creature receives better prices when buying and selling items for the duration of the spell. 
    5. (32) Worry: Represents loss. The target creature gains advantage on sleight of hand skill checks used to pickpocket for the duration of the spell. 
    6. (31) Success: Represents influence. The target creature is not perceived as a threat or suspicious by humanoids for the duration of the spell. Attacking a humanoid negates this effect.
    7. (30) Failure: Represents disappointment. The target creature gains a 1d4 luck die that they can add to any roll for the duration of the spell. 
    8. (29) Prudence: Represents skill. The target creature gains a +1 modifier to all skill checks that they roll for the duration of the spell. 
    9. (28) Gain: Represents envy. The target creature gains advantage on social skill checks against creatures of a different lifestyle than themselves for the duration of the spell. 
    10. (27) Wealth: Represents prosperity. The target creature gains a 1d4 luck die that they can add to any roll for the duration of the spell. 
    11. (26) Princess of Disks: Represents benevolence. The target creature may gain inspiration from donating 20 GP to a creature of poor or lower living standard once during the duration of the spell. 
    12. (25) Prince of Disks: Represents competence. The target creature receives a +2 modifier to their proficiency bonus for the duration of the spell. 
    13. (24) Queen of Disks: Represents practicality. The target creature receives a +2 modifier to nature and survival skill checks for the duration of the spell. 
    14. (23) Knight of Disks: Represents patience. The target creature treats short rests as long rests for the duration of the spell. 
  6. Spellcasting Failure (1-22)
    1. Though the creature casting this spell was able to draw a card, no magical effect was bestowed upon the target creature.
* - (Playing Card Deck)

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2021 8:52:45 PM
9
0
1
Coming Soon

Spell Tags: Buff Utility

Available For: Bard (Legacy) Wizard (Legacy) Cleric (Legacy) - Arcana Domain

Justin_Trombley

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