You yeet a deck of cards onto yourself or towards another creature within throwing distance, and choose fortune or misfortune. No matter which one you choose, for the next 6 rounds, roll a d6 at the beginning of their turns, ignoring outcomes you've already rolled. The following is fortune, with an applicable misfortune said afterwards:
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High Card – Nothing special.
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Pair – They gain +2d4 bonus damage on their next. Misfortune means they lose that much damage for their next attack.
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Three of a Kind – They gain advantage on their first saving throw this turn. Misfortune flips this into disadvantage.
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Straight – Their speed increases by 20 ft. until the end of their turn. Misfortune decreases it.
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Flush – They gain +2d8 temporary hit points. Misfortune means they take that much psychic damage.
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Royal Hand – They gain two effects of your choice from the above.
* - (a deck of cards)
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