Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Fire (...)

You conjure and then throw a magical card with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a card of one of the following colours, which each have a unique effect and purpose. For each target, roll a d6 to determine which colour card effects it.

  1. Red: The target takes 1d6 + your spellcasting ability modifier in fire damage.
  2. Orange: The target takes 1d6 + your spellcasting ability modifier in acid damage.
  3. Yellow: The target takes 1d6 + lightning damage and must succeed on a Constitution saving throw, on a failed save, the target cannot take reactions until the end of your next turn.
  4. Green: The target takes 1d6 + your spellcasting ability modifier in poison damage.
  5. Blue: The target takes 1d6 + cold damage and must succeed on a Constitution saving throw, on a failed save, the targets move spped is reduced by 10 ft. until the end of your next turn.
  6. Violet: The target takes 1d4 psychic damage and must succeed on a Constitution saving throw or become blinded until the end of their next turn.

The spell creates more than one card when you reach higher levels: two cards at 5th level, three cards at 11th level, and four cards at 17th level. The cards can be of different colours and you can direct the cards at the same target or at different ones. Make a separate attack roll for each card.

* - (A deck of playing cards)

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Druid (Legacy) - Circle of Dreams

M0CKERY

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