You conjure a prismatic playing card and flick it toward a creature within range. Make a ranged spell attack. On a hit, roll a d6 to determine the card’s color and effect.
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The Tower: The target takes 1d8 fire damage. Each creature within 5 feet must make a Dexterity saving throw or take 1d4 fire damage.
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The Chariot: The target takes 1d8 lightning damage + your spellcasting ability modifier.
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The Devil: The target takes 1d8 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of your next turn. If the save fails by 5 or more, the target takes an additional 1d4 poison damage.
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The Hermit: The target takes 1d8 cold damage, and its speed is reduced by 15 feet until the start of your next turn. If your attack exceeds the target’s AC by 5 or more, its speed becomes 0 instead.
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The Moon: The target takes 1d6 psychic damage and must succeed on a Wisdom saving throw or be blinded until the end of your next turn. If blinded, the target also has disadvantage on the next attack roll it makes.
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The Emperor: The target takes 1d6 thunder damage and must succeed on a Strength saving throw or be pushed 10 feet in a direction you choose. If the target fails by 5 or more, it is also knocked prone.
At 5th level, the spell fires two cards; at 11th level, three cards; at 17th level, four cards. Make a separate attack roll and effect roll for each card.
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