Deck of Many Things
Equipment
Priceless 2 lbs Bone

Usually found in a box or pouch.

  1. 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).
  2. Any cards drawn in excess of this number have no effect.
  3. As soon as you draw a card from the deck, its magic takes effect.
  4. You must draw each card no more than 1 hour after the previous draw.
  5. 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.

Draw from Deck of Many Things
Effect Description
1 Vizier - Ace of Diamonds 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.
2 Sun - King of Diamonds You gain 10 experience marks, and a magical item (which the GM determines randomly), it appears in your hands.
3 Moon - Queen of Diamonds You are granted the ability to cast the Wish Fufillment spell 1d3 times. The gods of neutrality can intervene, after the effect is cast, similar to casting Wish Fulfillment.
4 Star - Jack of Diamonds Increase one of your Essences by 1. This can go outisde the normal bounds in the character creator, but not greater than +5.
5 Comet - Two of Diamonds You gain enough experience marks to level up.
6 The Fates - Ace of Hearts 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. There is a small chance the gods of neutrality intervene after the effect goes off, similar to casting Wish Fulfillment.
7 Throne - King of Hearts You gain enough skill points to gain two tiers in the Influence 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.
8 Key - Queen of Hearts A rare magic weapon appears in your hands. The GM chooses the weapon, but it should be one that the player can use meaningfully.
9 Knight - Jack of Hearts You gain the service of a Tier 2 Champion who appears in a space you choose within 30 feet of you. The champion 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 creature.
10 Gem - Two of Hearts Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
11 Talons - Ace of Clubs Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
12 Eclipse - Ace of Clubs Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
13 The Void - 10 of Diamonds All allies/enemies within 60 ft blinded 1 min (DC 18 Fortitude); you immune
14 Flames - Queen of Clubs A powerful fiend becomes your enemy. The fiend seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the fiend dies.
15 Skull - Jack of Clubs You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe, this could be a Shinigami. It appears in a space of the GM'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 0V, 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.
16 Idiot - Two of Clubs Permanently reduce your Mind by -2 (to a minimum score of -4). You can draw one additional card beyond your declared draws.
17 Donjon - Ace of Spades 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 Fulfillment spell can reveal the location of your prison. You draw no more cards.
18 Ruin - King of Spades 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.
19 Euryale - Queen of Spades The card's medusa-like visage curses you. All contesting rolls are rolled at DIS while cursed in this way. Only a god or the magic of The Fates card can end this curse.
20 Rogue - Jack of Spades A NPC of the GM'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 Fulfillment or divine intervention can end the NPC's hostility toward you.
21 Balance - Two of Spades Your mind suffers a wrenching alteration, causing your personality 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.
22 Fool - Joker You lose 3 experience marks, 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 experience marks to keep your level.
23 Jester - Joker You gain 3 experience marks, or you can draw two additional cards beyond your declared draws.
24 Balance of Power Gain +1 to an Essence of your choice.
25 Storm (Lightning Cloud) - 9 of Diamonds Your Body becomes as strong as a giant, and immediately goes to +5.
26 Avatar (Deity Silhouette) - 8 of Diamonds Successfully call upon a deity's request, similar to Divine Intervention, however, the Deity asks of you a quest you must fulfill.
27 Oracle (Crystal Eye) - 7 of Diamond Gain Truesight up to +30, but also gain haunted visions.
28 Wildheart (Beating Heart) - 6 of Diamonds You now can shapeshift into a spider, dog, cat, or wolf at will.
29 Alchemist (Vial Burst) - 4 of Diamonds Craft any potion or poison, worth 500gp or less, without the required reagents once per day.
30 Harmony (Interlocked Rings) - 3 of Diamonds All party members gain +1 Luck; you take 4d10 psychic damage.
31 Labyrinth (Twisting Maze) - 9 of Hearts The party teleports to random dungeon (GM picks), and also gain map to a powerful treasure within it, that appears in your hands.
32 Horde (Coin Pile) - 8 of Hearts Gain 10k gp in gems, but it attracts 2d4 hostile monsters next rest.
33 Revenant (Ghostly Warrior) - 7 of Hearts You immediately die, and are turned into a Revenant Lineage. You are hunted by the forces of death.
34 Lich (Skull Crown) - 6 of Hearts You immediately die, and gain the Lich Lineage. Your flesh begins to fall off your body in the coming days, and all that is left is a husk or a skeleton. Your phylactery appears in your hand.
35 Parasite (Worm) - 5 of Hearts You gain a ooze of the GMs choice as a loyal friend. It telepathically can talk to you.
36 Pact (Contract Scroll) - 4 of Hearts You suddenly find yourself in front of a Archdevil of the Infinite Abyss, having signed your soul to them in an infernal pact. You might gain new an unique powers as you now have a patron.
One suggesting is you gain a level in warlock and are a subclassed in the Patron of the Devil.
37 Ragnarok (World Tree Falls) - 3 of Hearts You gain a vision of a campaign-wide cataclysm in a prophetic vision. However, there is a way to stop it that you only seem to know, for now...
38 Doom (Cracked Hourglass) - 10 of Clubs Age 5d10 years; if over lifespan, you die.
39 Exile (Broken Chain) - 9 of Clubs You are banished to random plane 1d10 days; gain powerful planar ally on your return.
40 Curseblade (Rusty Sword) - 10 of Spades In your hand appears a rusty weapon that is cursed by powerful magic, having the Unremoveable Equipment, and cannot be removed by any means, or so it seems.
41 Betrayal (Dagger in Back) - 9 of Spades Your closest ally becomes hostile; ends when either of your drops to 0V.

Thin ivory cards, edges gilded and faintly warm to the touch, shimmer with intricate illuminated glyphs that shift like liquid gold under flickering light, each surface etched with vivid arcane portraits pulsing with restrained power.

Object Properties:

  • V Current: 10
  • V Max: 10

  • Object Damage Type Immunity:
  • Poison
  • Psychic

  • Object Damage Type Vulnerability:
  • Bludgeoning
  • Force

  • Object Damage Mitigation: +3

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music