Deck of Many Things
Type: Wonderous, Class: Item, Rarity: Legendary, Attunement: Not Required
Properties | Stats |
---|---|
Size | Deck of cards |
Weight | Light |
Description
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
If the deck is destroyed or once only the Fool and Jester are left the deck disappears and reforms in an unknown location.
Card | Name | Drawer | Effect | Description |
---|---|---|---|---|
O The Fool | Fool | You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. | ||
I The Magician | Vizier | Bemin | Patience, Defiance, Alliance, Thrive, Slaughter. | At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it. |
II The High Priestess | Euryale | Valerie | Valerie's first of her final two cards | The card's medusa-like visage curses you. You take a -2 penalty on Saving Throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. |
III The Empress | Gem | Mithrandir | 50xGems worth 1,000gp each | Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. |
IV The Emperor | Throne | Carric | Carric's Keep came into the world but as Carric died before sharing the location no-one knows where it is | You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of Monsters, which you must clear out before you can claim the keep as. yours. |
V The Hierophant | Donjon | teostra | Disappeared to an unknown location | You disappear and become entombed in a state of suspended animation in an extradimensional Sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the Sphere. You can't be located by any Divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. |
VI The Lovers | Key | Mithrandir | Gained Squelcher one of the nine Swords of Greyhawk | A rare or rarer Magic Weapon with which you are proficient appears in your hands. The DM chooses the weapon. |
VII The Chariot | Comet | Neo | Fought and lost against Valerie | If you single-handedly defeat the next hostile monster or group of Monsters you encounter, you gain Experience Points enough to gain one level. Otherwise, this card has no effect. |
VIII Strength | Knight | Valerie | Gained the service of a Fey Corgi who is a 4th Level Fighter | You gain the service of a 4th-level Fighter who appears in a space you choose within 30 feet of you. The Fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. |
IX The Hermit | Idiot | Carric | Lost 2 Intelligence | Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. |
X Wheel of Fortune | Fates | Caelynn | Unused | Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. |
XI Justice | Balance | Valerie | Changed from Chaotic Good to Lawful Evil | Your mind suffers a wrenching alteration, causing your Alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. |
XII The Hanged Man | Jester | Valerie | Valerie chose to draw two more cards resulting in drawing two of the three cards that remained | You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. |
XIII Death | Skull | Carric | He ded son | You summon an avatar of death-a ghostly humanoid Skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 Hit Points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. |
XIV Temperance | Ruin | Neo | As Neo had no magical items everything she owned turned to dust | All forms of Wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. |
XV The Devil | Flames | Caelynn | Gashadokuro is the devil haunting Caelynn | A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. |
XVI The Tower | The Void | Valerie | Valeire's second of her final two cards, Her soul taken from her body to be trapped in an unknown location | This black card Spells Disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is Incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. |
XVII The Star | Star | Mithrandir | Increased Strength | Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24 |
XVIII The Moon | Moon | Ray | Ray gained 2 wishes. Her first wish is to become a full player character freeing her to level up with the rest of the group, Ray hasn't used the second wish yet | You are granted the ability to cast the wish spell 1d3 times. |
XIX The Sun | Sun | Mithrandir | Reached level 9 and gained a powerful amulet | You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. |
XX Judgement | Rogue | Caelynn | This card caused kazrai to turn evil, before drawing the card his motives and methods were questionable | A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you. |
XXI The World | Talons | Mithrandir | Lost the two magical items gained from first two cards | Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish. |