Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
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.
Playing Card — Card:
Ace of diamonds — Vizier*
King of diamonds — Sun
Queen of diamonds — Moon
Jack of diamonds — Star
Two of diamonds — Comet*
Ace of hearts — The Fates*
King of hearts — Throne
Queen of hearts — Key
Jack of hearts — Knight
Two of hearts — Gem*
Ace of clubs — Talons*
King of clubs — The Void
Queen of clubs — Flames
Jack of clubs — Skull
Two of clubs — Idiot*
Ace of spades — Donjon*
King of spades — Ruin
Queen of spades — Euryale
Jack of spades — Rogue
Two of spades — Balance*
Joker (with TM) — Fool*
Joker (without TM) — Jester
* Found only in a deck with twenty-two cards
Balance: 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
Comet: 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
Donjon: 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.
Euryale: The card's medusa-like visage Curses
you. You take a -2 penalty on saving throws
in this way. Only a god or the magic of The Fates card can end this curse.
The Fates: 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.
Flames: 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.
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.
Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
Idiot: Permanently reduce your Intelligence
by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key: A rare or rarer Magic Weapon
with which you are proficient
appears in your hands. The DM chooses the weapon
Knight: 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.
Moon: You are granted the ability to cast
spell 1d3 times.
Rogue: 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.
Ruin: 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.
Skull: 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.
Star: Increase one of your ability scores
by 2. The score can exceed 20 but can't exceed 24.
Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.
Talons: Every magic item you wear or carry disintegrates. Artifacts
in your possession aren't destroyed but do Vanish
Throne: 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.
Vizier: 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.
The Void: 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.