You draw a card. Roll a d12.
1. The Light. heal for 2d4
2. The Darkness. closest enemy heals 1d4+1
3. The Sharpener. a creature of your choice within 40ft gains +3 damage on their next hit. lasts 1 minute.
4. The Angel. A creature of your choice that is conscious heals 1d4 or automatically succeeds 2 death saving throws.
5. The Destroyer. 3 creatures of your choice take 1d6 force damage. These creatures can not take more than 1d6 damage from this spell in 1 cast.
6. The Guardian. You gain 1d6-1 AC for 2 round. (cannot go below 1)
7. The Card Dealer. Roll 1d4 and use the same number card. Gain 1 AC for 2 rounds.
8. The Peasant. A creature of your choice loses 4 Str for 10 rounds.
9. The Greedy. For each piece of gold on the ground in the room, up to 20, you gain 1ft of movement.
10. The Monster. A Monstrosity of CR of 1/2 - 1 is summoned onto the field within 30ft of the caster. (Location decided by the DM)
11. The Academic. You gain 1d6 Int and a creature of your choice gains 1d4+1 Wis for 3 rounds.
12. The Lost. A creature of your choice is banished to a pocket dimension, during this time they are removed from the battle field and any effects on them negative or positive are temporarily paused, they also cannot take any actions. You become Blinded. Both effects last 2 rounds.
* - (Half a deck of cards. )
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