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

You channel the latent energy of a discarded tarot card into a focused magical strike. Choose one creature you can see within range. The discarded card fuels the spell, determining the type and damage of the attack. The spell’s effect depends on the card discarded, as listed below. The target must make a saving throw based on the card’s type or take damage and suffer an additional effect.

If the card has already been invoked or discarded this day, the spell fails, and the card is not consumed.


Damage and Effects by Card

Each discarded card empowers the spell with unique damage and effects. The saving throw DC for this spell is equal to your Sorcerer spell save DC.

Card Damage Type Damage Effect
The Fool Psychic 2d8 The target must succeed on a Wisdom saving throw or become confused until the end of its next turn.
The Magician Force 2d8 The target is pushed 10 feet away from you.
The High Priestess Radiant 2d10 The target must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
The Empress Psychic 2d8 The target has disadvantage on its next attack roll.
The Emperor Force 2d8 The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
The Lovers Psychic 2d6 The target must succeed on a Charisma saving throw or be charmed for 1 minute.
The Chariot Lightning 2d10 The target must succeed on a Dexterity saving throw or be knocked prone.
Strength Bludgeoning 2d8 The target must succeed on a Strength saving throw or be grappled.
The Hermit Necrotic 2d10 The target must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
Wheel of Fortune Force 3d8 The target must succeed on a Dexterity saving throw or take an additional 1d8 damage.
Justice Radiant 2d10 The target must succeed on a Constitution saving throw or be paralyzed until the end of its next turn.
The Hanged Man Psychic 2d8 The target must succeed on a Wisdom saving throw or be stunned until the end of its next turn.
Death Necrotic 3d10 The target must succeed on a Constitution saving throw or have its speed reduced to 0 for 1 minute.
Temperance Radiant 2d8 The target must succeed on a Constitution saving throw or be slowed (as per the slow spell) for 1 minute.
The Devil Fire 3d8 The target must succeed on a Charisma saving throw or be frightened for 1 minute.
The Tower Lightning 3d10 The target must succeed on a Dexterity saving throw or take additional damage equal to your Charisma modifier.
The Star Radiant 2d10 The target must succeed on a Wisdom saving throw or lose concentration on any active spell.
The Moon Psychic 3d8 The target must succeed on an Intelligence saving throw or have disadvantage on attack rolls until the end of its next turn.
The Sun Radiant 3d10 The target must succeed on a Constitution saving throw or take an additional 1d10 radiant damage.
Judgment Radiant 3d10 The target must succeed on a Wisdom saving throw or be banished for 1 round.
The World Force 4d10 The target must succeed on a Constitution saving throw or be stunned for 1 round.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

* - (A card from your Deck of Fate)

Available For:

seanmc-1994

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