Level
4th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Buff (...)

You brand a deck of cards with magical energy and throw four cards at up to four targets. When a card hits a target it cuts into them and causes a random effect to happen depending on the card. Roll 1d20 for each card to determine it's effect.

1. (The Jester) The target becomes invulnerable to all damage and card effects until it's next turn.

2. (The Coward) The target becomes invisible.

3. (The Golem) The target has shield cast on them until their next turn.

4. (The Druid) The target heals 2d6 HP.

5. (The Traveler) The target has haste cast on them for the next minute. They hold concentration on this spell.

6. (The Cleric) The target is forced to give you a compliment. If it made you feel better, you gain 2d4 HP.

7. (The Artificer) The target takes 1d6 acid damage for 1d4 rounds at the start of each of it's turns. They can end the effect early by succeeding a Dex Save against your Spell Save DC at the end of each of it's turns.

8. (The Sorcerer) The target takes 2d6 thunder damage and is deafened for 1d4 rounds. They can end the condition early by succeeding a Wis Save against your Spell Save DC at the end of each of it's turns.

9. (The Barbarian) The target takes 2d6 force damage and is knocked prone.

10. (The Wizard) The target takes 3d6 fire damage.

11. (The Warlock) The target takes 2d6 necrotic damage and is frightened by you for 1d4 rounds. They can end the condition early by succeeding a Cha Save against your Spell Save DC at the end of each of it's turns.

12. (The Paladin) The target takes 2d6 radiant damage and is blinded for 1d4 rounds. They can end the condition early by succeeding a Wis Save against your Spell Save DC at the end of each of it's turns.

13. (The Rogue) The target takes 2d6 cold damage and is restrained for 1d4 rounds. They can end the condition early by succeeding a Str Save against your Spell Save DC at the end of each of it's turns.

14. (The Monk) The target takes 2d6 poison damage and is petrified for 1d4 rounds.

15. (The Ranger) The target takes 2d6 lightning damage and is stunned for 1d4 rounds. They can end the condition early by succeeding a Con Save against your Spell Save DC at the end of each of it's turns.

16. (The Dragon) The target takes 2d6 psychic damage and gains a point of exhaustion.

17. (The Teacher) The target will truthfully answer the next question asked of them or until a minute passes.

18. (The Bard) The target becomes charmed by you for the next minute or until you attack it or cast a spell on it.

19. (The Fighter) The next damage the target takes is doubled. If the target has not taken any damage in the next minute this effect fades.

20. (The Goose) The target polymorphs into a goose for the next minute. You hold concentration on this spell.

For each level spell slot above the 4th you throw an additional card from the deck.

* - (A plain deck of playing cards)

Spell Tags: Damage Buff Debuff Combat Compulsion Charmed

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

NCJon