Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
All

You have to Enchant a Playing Card Deck with magic by spending 1 bonus action and expending a 1st level or higher spell slot, the deck will be shuffled and each card will have it's own magic. As an action you can draw a random card and throw, to use it's magic, spell effect depends on the Card drawn. Each card drawn and used will expend it's magic and cannot be used until you enchant the deck again. every time you enchant the deck all cards return to it and it's shuffled. In essence you have 54 cards(charges) to use before needing to enchant again. (If you use the last card before enchanting the deck again, all cards will be lost and you have to acquire a new deck of cards.)

You are able to draw more than one Card when you reach higher levels: two Cards at 5th level, three Cards at 11th level, and four Cards at 17th level. You can throw the Cards at the same target or at different ones. Make a separate attack roll for each Card

Suits Effects, 

   Clubs: Poison damage, each creature hit by this card can't regain hit points until the start of your next turn.

   Diamonds: Cold damage, when hit by this card the creature speed is reduced by 10 feet until the start of your next turn.

   Hearts: Fire Damage. if you target yourself or your companions with this card it will Heal instead.

   Spades: Lightning damage, when hit by this card the creature can't take reactions until the start of your next turn. you also have advantage on the attack roll if the target is wearing armor made of metal

 

Ace Cards, The card split into two Cards of identical energy and power. Each Card hits a creature of your choice that you can see within range, You can direct the Cards at the same target or at different ones. Each Card deals 1d6 damage. damage type and effect depends on the suit. (no attack or save roll against these cards)

Number Cards from 2 to 10, You throw the card at a target. Make a ranged spell attack against the target, On a hit the target takes card#(2-10) damage, damage type and effect depends on the suit.

Jack Cards, You throw the card in a direction you choose it will travel in a 60 feet long line. Each creature in the line must make a Dexterity saving throw. A creature takes 10 damage on a failed save, or half as much damage and no effect on a successful one. damage type and effect depends on the suit.

Queen Cards, Suits gain additional effects. You throw the card at a target, Target must succeed on a saving throw depending on the suit, On a fail the target takes 11 damage, damage type and effect depends on the suit. the additional effects suits gain and saving throws needed are as follow:

   Clubs: Target must succeed on a Constitution saving throw or be poisoned for 3 of there turns, while poisoned target can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. on a fail target takes 1d4 poison damage.

   Diamonds: Target must succeed on a Strength saving throw or be restrained by Ice for 3 of there turns. A creature restrained by the Ice or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. 

   Hearts: Target must succeed on a Charisma saving throw or be charmed by you for 3 of there turns or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. (Or if you target yourself or your companions, the target gain +2 bonus AC for 3 of there turns).

   Spades: Target must succeed on a Wisdom saving throw or be Frightened of you for 3 of there turns, The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

King Cards, You throw the card to a point you choose within range. Each creature in a 3x3 cube( cube point of origin is the center ) must succeed on a Dexterity saving throw. A creature takes 12 damage on a failed save, or half as much damage and no effect on a successful one. damage type and effect depends on the suit.

Black Joker, You throw the card at a target, Make a ranged spell attack against the target On a hit, the target takes 1d12 Necrotic damage, and the target must succeed on a Intelligence saving throw or be Stunned until the start of your next turn, as they are frozen and colorless as if time stopped for them.

Red Joker, You throw the card at a target, Make a ranged spell attack against the target On a hit, the target takes 1d12 Radiant damage, you also teleport up to 30 feet to an unoccupied space that you can see. you also becomes invisible until the start of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack or casts a spell.

 

if you don't have a plying card deck, for the sake of simplicity you can roll a D10 and a D6  to determine the card number, and a D4 for the suits. (1-10=numbers, 12=Jack, 13=Queen, 14=King, 11=black joker, 15=red jocker).(the 10 or 0 in the D10 count's as zero at all times when determining the card drawn)

* - (Holding and Drawing from a deck of playing card)

Spell Tags: Damage

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Arexiys

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