Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. 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. This enmity lasts until either you or the devil dies.įool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws.
The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. You can use the card's magic as soon as you draw the card or at any other time before you die.įlames: A powerful devil becomes your enemy. The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. Only a god or the magic of The Fates card can end this curse. You take a -2 penalty on Saving Throws while Cursed in this way. You draw no more cards.Įuryale: The card's medusa-like visage Curses you. You can't be located by any Divination magic, but a wish spell can reveal the Location of your prison. You remain imprisoned until you are found and removed from the Sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. Otherwise, this card has no Effect.ĭonjon: You disappear and become entombed in a state of suspended animation in an extradimensional Sphere. If you are true neutral or unaligned, this card has no Effect on you.Ĭomet: If you single-handedly defeat the next Hostile monster or group of Monsters you encounter, you gain Experience Points enough to gain one level.
Lawful becomes chaotic, good becomes evil, and vice versa. * Found only in a deck with twenty-two cardsīalance: Your mind suffers a wrenching alteration, causing your Alignment to change. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
Once a card is drawn, it fades from existence. 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. You must draw each card no more than 1 hour after the previous draw. Otherwise, as soon as you draw a card from the deck, its magic takes Effect. Any cards drawn in excess of this number have no Effect. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.īefore 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). Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum.