Your deck can barely control the force of your chaos magic as it threatens to tear you and maybe reality itself apart. For a brief moment you can attempt to reshape reality with your magic directly and with intention. You know full well that one mistake with this spell could mean disasters untold. You draw a card from your deck, it contains all of the magical power of the spell and carries the face of a jester.
Choose one:
- Pull from Chaos: You pull one object of up to 25,000 gp in value that isn't a magic item from the twisting roil of your chaotic energies. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
- Force Order: Using your magic to send people's bodies back in time to a point where they were pristine and healthy, you allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
- Whirling Barrier: Using a protective layer of chaos magic, y3ou grant up to ten creatures that you can see resistance to a damage type you choose.
- Disruptive Maelstrom: You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
- Time Edit: You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a The Fool spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
As the spell is cast the face of the card flashes to an image of the fool card before turning into strands of chaotic energy and fulfilling for the effect wished for.
If you wish for the restoration or healing of some sort of magical or grievous wound, such as a creature having lost a limb or having been permanently changed by the effects of magic, they are automatically healed but you cannot cast spells until you finish a long rest.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast The Fool ever again if you suffer this stress.
* - (a magical deck used as a focus)
Previous Versions
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