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Deck of Many

Woes and Wonders

A D20 Fantasy Supplement

Deck of Many Woes


and Wonders

2005, 2007 by 93 Games


Studio. All rights reserved. Except for the
purposes of reviews, reproduction without
the written permission of 93 Games Studio is
expressly forbidden. No part of this publication
may be reproduced, by any form or by any means,
without the prior written permission of 93 Games
Studio. Character sheets and other game aids
contained in this book may be reproduced for
personal use. All characters, names, places and
text herein are copyrighted by 93 Games Studio.
The mention of or reference to any
company or product in this product is not
a challenge to any trademark or copyright
concerned.
This book uses the supernatural for
settings, characters and themes. The presentation
of mystical and supernatural elements in this
book is ction and intended for entertainment
purposes only. This book deals with mature
subject matter, reader discretion is advised.

Author: Keith Taylor and Andy Williams


Layout/Editing: Keith Taylor
Illustrations: Some artwork Mist Studios
2005 by Steven Trustum, used with permission.
All rights reserved. Some artwork copyright John
Milner, used with permission. 2006, UKG
Publishing, 38 Eastborough, Scarborough, North
Yorkshire, YO11 1NJ

93 Games
Studio
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of 2003 our rst product, The Swing, was released in
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Third Edition, published by Wizards of the Coast, Inc.
d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc. and are used
according to the terms of the d20 System License version 6.0. A copy of this License can be found
at www.wizards.com/d20.

Introduction

How the Cards Work

No other item can bring both hope and fear


at such levels as this deck. Some fear it, some love it
but all must respect it ability to forever alter their life
and the lives of their companions.
Many a night has been spent simply drawing
from the deck rather than attempting to complete a
mighty quest. Many a characters have lost themselves
to the deck. Many a terrors have been unleashed unto
the world from the deck. And yet, many a wonders
have been found thanks to the deck.
This supplement is about the Deck of
Many Things, variant decks and variant rules to use
with them. This supplement is broken into several
sections:
The Decks Explanations on how the decks
works, the rules necessary to use any of the
various decks and variant decks with unique
cards and characteristics
Card Effects Each card listed with its full
effects and explanations
SRD Deck The SRD Deck of Many
Things
Cards Separate le for use, designed to be
printed the size of normal playing cards
Why use these decks? For a change, a break
form the usual, to start an adventure, or simply for
excitement. Have power gamers or munchkins, give
them the Deck of Many Woes. Want to reward your
players, give them the Deck of Many Wonders. Want
to through in some chaos, let your group nd the
Mad Deck of Abrimilan.

Most decks operate in the same manner


though. Each card imparts to the drawer some
knowledge through mystical means. Even cards
that bestow negative effects, the knowledge gained
is either confusing or misleading. Some cards will
impart their knowledge to someone or something
other than the drawer; as in the example of Enmity
between you and an outer planar creature, the
outer planar creature receives some information that
forces it to believe that the character is now a mortal
enemy.
This knowledge is transferred to the character
as soon as they draw the card. Drawing the card is
dened as separating a single card from the rest of
the deck. It matters not if the character ever looks
upon the card or if they return it to the deck.
With the exception of cards which specically
create physical items and effects, all effects toward
the character transpire in the mind of the character.
No other character can intervene in the transfer of
this knowledge either for the characters benet or
for their woe. Afterwards, the characters may then
discuss what had transpired and actions may be taken
then; just not during the drawing of the card.

The Dreaded Decks


A deck of many things (both benecial and
baneful) is usually found in a box or leather pouch.
Each deck contains a number of cards or plaques
made of ivory or vellum. Each is engraved with
glyphs, characters, and sigils. As soon as one of these
cards is drawn from the pack, its magic is bestowed
upon the person who drew it, for better or worse.
Why or how these decks are constructed is
only known to those powerful wizards who construct
them. Most believe these decks are created out of
spite and malicious from mages who have long since
gone mad. What is known, however, is that no two
decks are alike; some contain only a few cards, some
many, some bring more joy than pain, others the
opposite.

Game Mechanics
There really isnt much mechanics to using
any of these Decks. There are two methods of
drawing; dice roll and drawing of cards (included
in a separate le).
When using the dice roll method, use
percentiles (D100) and consult the Card Effects
section to determine what effect to apply to the
drawer.
Note: if using percentiles to determine effects, any
dice roll (except cocked dice), even if it rolls off
the table, or is an accidental roll, should count as
drawn cards.
When using the drawing of cards method,
use the included le to create your decks and then
draw cards. The included le of cards is designed
to print on perforated business card paper; however,
you can us regular paper and cut them out.
Note: if playing with an actual deck, cards that
accidentally separate themselves from the deck,
through shufing and such, should count as drawn
cards.

When drawing (regardless of method),


alternate drawing a single card between each person
who desires a draw. This will both help speed up
the game and not cause anyone to get bored. Each
character may decide individually when they wish to
stop drawing.
Unless otherwise noted:
All cards only affect the drawer of the card.
All effects are permanent.
All effects are mandatory.
All effects take place immediately upon
drawing the card.
Most of the time there are no restrictions on
when and where characters may draw from the deck.
Sometimes it becomes necessary to apply restrictions
in order to keep harmony within the party and in
helping to keep game play from bogging down.
Alternate restrictions to apply to the drawing
of cards:
Everyone or no one in the party must draw.
No one can stop drawing unless the entire
party wishes to stop.
Everyone must draw X cards each time they
draw (especially nasty when used with the
Deck of Greed).
After everyone gets X draws from the deck
it disappears.
Under each random effect is listed 8
possible options. These can be used or you may create
your own random options. This was done mainly
for ease of use when using the included cards. You
can either use the main effect or include any or all of
the random effects for better selections.

Variant Decks
There are several known decks oating
around but many more are thought to exist.

Deck of Many Woes


This deck contains only cards with woeful
effects. Use only cards 51-100 to create this deck.
Whenever a card is drawn from this deck it is
removed. Strong (all schools); CL 20th.

Deck of Many Wonders


This deck contains only cards with
benecial effects. Use only cards 1-50 to create this
deck. Whenever a card is drawn from this deck it is
removed. These types of decks should be few and far
between. Strong (all schools); CL 20th.

Mad Deck of Abramelin


This deck contains any and all of the listed
cards with one exception. There exists one special
card in this deck, the Abramelin card. When drawn,
Abramelin, a Lawful Evil, 10th level Mage, 10th level
Red Wizard, is released from the deck. He possesses
all of the necessary trappings of his classes and
levels. Strong (all schools); CL 20th.
Note: A particularly nasty variant of this deck is
one in which Abramelins consciousness is switched
with that of the drawer, leaving the drawers soul in
the card and no one the wiser.

Deck of Greed
This deck contains only cards with benecial
effects. Use only cards 1-50 to create this deck. This
deck appeals to the greed within those who draw
from it. Whenever a card is drawn from this deck it
is replaced with a blank card, and the deck is shufed
after each drawing. If a blank card is drawn the entire
deck explodes triggering a Chain Lightening spell
(cast as if by a 20th level Mage). The drawer is not
allowed a saving throw, however, everyone else can
save as normal. These types of decks begin with 5
blank cards in the place of 5 normal cards. Strong
(all schools); CL 20th.

Deck of Sacrice
This deck contains any and all of the listed
cards. What makes this deck unique is that whenever
a character is rewarded or penalized by an effect,
a random member of their party is affected by the
opposite effect. If the drawer is not part of an active
party, then the effect goes to a random person. Strong
(all schools); CL 20th.
Example: Card drawn is Suffer -1 penalty to AC;
then another member of the party gains a +1 bonus
to AC.
Note: Feel free to ignore opposite effects that either
dont make sense or can not plausibly happen; such
as draw 4 more cards. What is the opposite of that?

one year. Whether the information gained can be


successfully acted upon is another question entirely.
9. Add +1 to a random magic weapon or piece of
armor the drawer already possesses; if he does not
already possess any then add +2 to a random weapon
or piece of armor.
10. Gain random benecial magic item (one that is
usable by the drawers class(s)).
11. Random item carried, receives intelligence.
12. Recharge all magic items (that has charges) to
full.
13. Gain 20 pieces of jewelry or 50 gems. The
jewelry is all gold set with gems, each piece worth
2,000 gp, and the gems 1,000 gp value each.
14. Gain 10,000 XP.
15. Gain a +2 inherent bonus to one ability score.
The 2 points are added to any ability the character
chooses. They cannot be divided among two
abilities.

Card Effects
This section list all available card effects and further
details exactly what happens when the card is
drawn.

16. Gain +1 bonus to all saving throws.

Benecial Effects

18. You have gained the ability to regenerate 2pts/


rd, starting 3 rounds after you were damaged; if you
go 10 past your CON you die, until raised from the
dead.

1. Gain a +2 bonus to AC.


2. Gain random Spell-Like Ability (SP) usable
once per day.
3. Gain Charisma of 18 plus a small keep.
4. Gain the service of a 4th Level Fighter. The
ghter appears out of nowhere and serves loyally
until death. He or she is of the same race (or kind)
and gender as the character.

17. Gain Immunity to Fear.

19. Defeat the next monster you meet to gain one


level. The character must single-handedly defeat the
next hostile monster or monsters encountered, or
the benet is lost. If successful, the character gains
enough XP to attain the next experience level.
20. Gain D4 cross class skills as a class skill.

5. Gain a treasure map plus 1 random magical


item.

21. Gain 1 rank in a skill that is exclusive for another


class.

6. You are granted 1D3 wishes, which must be used


in 1D3 days.

22. Gain random racial trait.

7. Gain 2 levels, only if between 1st thru 4th level;


otherwise increase Hit Points by D10.
8. Know answer to your next dilemma. This card
empowers the character drawing it with the one-time
ability to call upon a source of wisdom to solve any
single problem or answer fully any question upon her
request. The query or request must be made within

23. Gain 4 skill points in a random skill. This may


raise the skill above the max ranks allowed. If this
raises a skill above the max allowed, you can not
continue to spend skill points on that skill until your
max skill ranks have increased.
24. Any spells that you cast are cast as if you were 1
level higher for determining the spells effects.

25. Any weapon you wield is considered to be


magical for purposes of damage reduction.

35. Immunity to everything for D6 rounds, usable


only once.

26. Gain the favor of an Outsider. Love, compassion


and even pity are just some of the reasons why an
Outsider has taken an interest in you. The favor can
only be ended by either the Outsiders death or by
an act of goodness/evil (depending on the Outsider)
by the character. Generally the Outsider will only
intervene in life and death situations regarding the
character.

36. Gain a contact in every known city.

27. Gain an Everfull Wineskin. The wineskin is


always produces top quality wine. If lled with water
at sunset, the water will be turned to wine by sunrise.
There is no effect if anything other than water is
placed in the wineskin.
28. Gain a Pendant of Transportation. The pendant,
when tossed to the ground, becomes a form of
transportation based on the type of pendant. Each
form contains all the necessary trappings such as
saddles, harness, etc.
29. Gain a Cloak of the Wardrobe. When worn the
cloak functions as a Hat of Disguise, but only for the
characters clothing. It does not alter their physical
appearance.
30. Gain a Backpack of Adventuring. This backpack
functions like a Bag of Holding (Type IV) but comes
lled with every item listed as Adventuring Gear.
The backpack will not hold new items and never
runs out of any of the items in the pack.
31. Gain the ability to Egress from combat. Whenever
you reach 1 or fewer HP you and the entire party are
teleported a safe distance away. The location you are
teleported to is safe from danger for at least 24 hours
(this effect will sometimes be more harmful than
helpful).
32. Gain the services of a non-combat servant. This
servant is much like a butler, cook and maid all rolled
into one; however they will never act in combat even
to save their life or their masters. The servant appears
out of nowhere and serves loyally until death. He or
she is of the same race (or kind) and gender as the
character.
33. Gain a chest of money and trade goods worth
10D100 gp split equally between money and trade
goods.
34. Gain a set of Mastercraft class appropriate tools/
weapon/armor.

37. Gain a favor from the local king/ruling class.


This favor can be called in at any time; however, it
is up to the king/ruling class to determine what an
appropriate repayment is.
38. Gain nobility and land to rule.
39. Gain immunity to critical hits.
40. Gain the ability to wear any armor without
penalty.
41. Gain 1st level of a class you do not already possess
without penalty. This ability is better described as a
shadow class; for you gain all of the benets of having
the class without any negative side effects (such as
a monks prohibition against multiclassing). In order
to gain any further levels in this shadow class, you
must rst purchase the rst level again. Once you
have done so you may continue to gain levels in this
new class per normal rules (and you are then subject
to all the normal rules of multiclassing).
42. Gain random Feat which you meet the
requirements for.
43. Gain 2x XP at the end of each session from this
point forward.
44. Gain the same benet as if wearing a Ring of
Sustenance. This ability continually provides its
wearer with life-sustaining nourishment. It also
refreshes the body and mind, so that the character
needs only sleep 2 hours per day to gain the benet
of 8 hours of sleep.
45. Gain random class ability usable once per day.
46. Gain spell book with 2D20 levels of spells.
47. Entire party is randomly teleported to another
plane of existence.
48. Avoid any situation you choose, once. This card
enables the character to avoid even an instantaneous
occurrence if so desired, for the fabric of reality is
unraveled and respun. Note that it does not enable
something to happen. It can only stop something from
happening or reverse a past occurrence. The reversal
is only for the character that drew the card; other
party members may have to endure the situation.

49. Your base speed is now doubled.


50. Gain a random monster creature as a pet. Only
creatures with Intelligence of 5 or less should be
considered for this effect. The creature follows and
obeys the character; however, it will react to the
method and manner in which character treats it.

Woeful Effects
51. Defeat next foe (single-handedly) or lose a
Level.
52. Defeat dread wraith or be forever destroyed.
A dread wraith appears. Treat this creature as an
unturnable undead. The character must ght it
aloneif others help, they get dread wraiths to
ght as well. If the character is slain, she is slain
forever and cannot be revived, even with a wish or a
miracle.
53. All Magical Items in your possession have 70%
chance each of being dispelled permanently.
54. Lose 5,000 XP and a random item you possess.
55. Random magical (+1 or better) item drops by -2
permanently. If the drawer does not have one, then
the next closest person has this effect happen to
them, if they do not have a +1 or better item then it
goes to the next closest and so on until it happens.
56. Fight an evil duplicate of yourself. It has
everything the character has (including spells / special
abilities). No one can help because combat takes
place in the mind of the character. If the character
loses combat, the evil character takes over the body
(take the person to another room to ght the battle),
the new character is totally evil and must be played
so. If characters alignment is ever changed again he
dies instantly.
57. Body functions, but soul is trapped else where.
The characters body continues to function, as
though comatose, but her psyche is trapped in a
prison somewherein an object on a far plane or
planet, possibly in the possession of an outsider. A
wish or a miracle does not bring the character back,
instead merely revealing the plane of entrapment.
The drawer can draw no more cards; however, the
party is free to continue drawing.
58. Lose 1d4 points of Intelligence and draw 1d4
more cards.
59. Suffer a -2 penalty to AC.

60. All hireling/followers possessed turn on you.


When this card is drawn, one of the characters
NPC friends (preferably a cohort) is totally alienated
and forever after hostile. If the character has no
cohorts, the enmity of some powerful personage (or
community, or religious order) can be substituted.
The hatred is secret until the time is ripe for it to be
revealed with devastating effect.
61. Suffer a -1 penalty to all saving throws.
62. Gain the enmity on an Outsider. Hot anger,
jealousy, and envy are but a few of the possible
motivational forces for the enmity. The enmity of
the outsider cant be ended until one of the parties
has been slain. Determine the outsider randomly, and
assume that it attacks the character (or plagues her
life in some way) within 1d20 days, if the result of
the die roll is a 1, then the Outsider instantly teleports
to the drawers location.
63. You are now blind (curable only by a Wish).
64. Drain all charged items down to one charge on
everyone within 50 of the drawer.
65. Lose all wealth and real property.
66. Lose 10,000 XP and draw another card.
67. All magic items you possess disappear.
68. Lose 2 levels. Drop to 1 point over the minimum
XP needed for the new level. Example: if you are
currently 7th level, drop to 10,001 and are now 5th
level. If you possess more than one class, lose one
level each in two of you classes.
69. You become the hated enemy of a race of monsters
(DM decides). The hatred they feel towards you is so
deep that all members of that race recognize you on
sight. They receive a +3 bonus to hit and damage
against you.
70. Curse of Healing: You cannot be healed by any
magical means, you must heal naturally.
71. Curse of Fumbling: All DEX checks are made
at a -5, you fumble on an attack roll 1-3, and when
casting you have a 30% chance of spell failure (or
wild surging).
72. Curse of Berserking Rage: When a battle
presents itself, the character throws all caution into
the wind and charges into battle with a +2 hit/dmg,
-2 penalty to AC, +1 number of attacks, and ghts
to negative your CON; the Berserk Rage lasts for

characters level d4 rounds (i.e. 6 level ghter rolls


6d4). If the rage ends before the battle does, roll
for Berserk Rage again until the battle is over. You
Berserk until your enemies are dead.
73. Curse of Wild Surging: Anyone (including the
cursed person) within 40 of the cursed individual
has a 50% chance of wild surging every time a spell
is cast.
74. Curse of Aging: You age to one year beyond the
next age category. If you were an adult human, then
you would become a Middle Aged human at 36 years
old.
75. Curse of the Undead: Every creature that you
slain from this point forward will return from the
grave as a Wraith in D4 days. There is a 10% chance
that the newly risen Wraith will hunt the character
down.
76. Curse of Anti-Magic: An invisible barrier totally
impervious to all magic and magical spell effects
surrounds the character permanently. The size of the
barrier is 5 /Level of the character.
77. Curse of Spell Vulnerability: You become
vulnerable to every spell cast by a mage or cleric;
now your character only saves vs Spells with a 15
or better (this does not count towards spells from
devices, only spells from spell users); the save never
goes down even when the character goes up in
level.
78. Curse of Wounding: Once wounded in battle
with a piercing or slashing weapon you lose 1-3
HPs/Round until the wound is bound.
79. Curse of Miss-Guided Attack: When combat
goes on within 50ft of the cursed person, do combat
the following way:
a. Determine how many people are within
50ft radius of the cursed PC (not just people
ghting, but everyone that is within a 50ft
radius; there could be 2 people ghting and
8 people watching for a total of 10 people).
b. Determine AC of target normally
c. Roll to hit.
d. If a hit is scored, roll randomly to see who
took the damage, including the cursed PC
(using the example from above, if one of the
cursed ghter takes a hit, roll a d10 to see

which of the 10 people takes the damage).


80. Random magical item disintegrates. If user has
no magical items then the next closet person with
a magical item must save, etc, etc, until there is a
magical item is found and it makes/fails the save.
81. You attract any missile (magic or non-magic) that
comes within 20 of you; if you make a successful
Reex save at a -2 penalty the missile continues on
to its intended target.
82. Gain a -2 penalty to one ability score. The 2 points
are subtracted from any ability the character chooses.
They cannot be divided among two abilities.
83. Suffer a -3 penalty to all Reex saves.
84. A magic dead zone now emanates from your
body. This zone is 5 per character level in radius.
85. You now begin to emit both light and sound.
While not a blinding light nor is it a thunderous
sound, this effectively negates any attempts at Hide
in Shadows and Move Silently.
86. Gain an intense allergy to any and all types of
metal. When in physical contact with any form of
metal take 2D4 points of damage every round contact
is maintained. (This effect begins the moment the
card is drawn)
87. Lose the favor of your Deity. Your Deity has been
slighted by your actions and no longer considers you
one of their own. They will no longer grant you spells
or other favors. This slight was so disrespectful that
no other deity will accept you either.
88. Gain Mark of the Beast; all creatures (monsters
and animals alike) will attack you on sight.
89. The entire party if teleported to a random place,
however, all equipment and clothing (including the
deck) is left at the location where the card was drawn
from.
90. You are now affected by a life threatening
poison. You will die in 2D20 days unless you nd
the cure (which you must also discover). This poison
is immune to magical healing.
91. Switch gender; if male become female, if female
become male.
92. Randomly Polymorph into another creature.
93. Gain only the normal XP at the end of each

session from this point forward.

Random Spell-like Ability

94. Lose your next level dependant feat (i.e.; the feat
you gain at 1st level, 3rd level, 5th level, etc.).
95. You are now under the inuence of a Doom
spell.
96. Vulnerability to critical hits. Every successful
attack upon you is treated as a threat. Determine if
the threat is a critical hit per normal rules.
97. You have awoken a Tarrasque. It is aware of who
has awakened it and where that person is. It will stop
at nothing to track that person down.
98. An opposite of you now exists somewhere in
the world. Both the opposite and you are completely
aware of each others existence but have no other
spiritual/mental/metaphysical connection. Whenever
you enter a town there is a 50% chance that your
opposite has already visited and will cause the town
to have a case of mistaken identity over you.
99. D4 Phantasmal Forces are generated around you
each week.
100. Change alignment instantly. The character
must change to a radically different alignment. If the
character fails to act according to the new alignment,
she gains a negative level.
Note: While we had originally though of including
options for these random effects, we felt in the long
run that it would be better for DMs to tailor these
effects for their individual campaigns and style of
running.

Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Summary of Effect
Haste
Message
Endure Elements
Identify
Hypnotism
Disguise Self
Cause Fear
Expeditious Retreat
Jump
Detect Thoughts
Blur
Hypnotic Pattern
Darkvision
Consecrate
Cure Light Wounds
Magic Weapon
Silence
Resistance
Water Breathing
Player Choose (with DM approval)

Random Beneficial Magic Item


Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Summary of Effect
Random Armor or Shield
Random Weapon
Random Potion
Random Ring
Random Rod
Random Staff
Random Wand
Random Wondrous Item
Lions Shield
Dwarven Thrower
Holy Avenger
Assassins Dagger
Rod of Negation
Staff of Illumination
Wand of Magic Missiles
Quiver of Ehlanna
Vest of Escape
Ring of Jumping
Ring of Regeneration
Player Choose (with DM approval)

Random Feat
Roll

Summary of Effect

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Run
Combat Expertise
Improved Initiative
Point Blank Shot
Alertness
Combat Reexes
Track
Dodge
Leadership
Great Fortitude
Improved Critical
Blind Fight
Negotiator
Endurance
Iron Will
Persuasion
Combat Casting
Acrobatic
Toughness
Deceitful

Random Monster Pet


Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Random Polymorph

Random Class Ability


Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Summary of Effect
Wyrmling Dragon
Worg
Pseudodragon
Displacer Beast
Winter Wolf
Griffon
Krenshar
Rust Monster
Blink Dog
Shocker Lizard
Pegasus
Unicorn
Triceratops
Dire Bear
Giriallon
Wyvern
Yeth Hound
Cockatrice
Will O Wisp
Gargoyle

Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Summary of Effect
Uncanny Dodge
Summon Familiar
Inspire Competence
Unarmed Strike
All simple and martial weapon prociencies
Sneak Attack +1D6
Animal Companion
Woodland Stride
Lay on Hands
Flurry of Blows
All armor and shield prociencies
Turn Undead
Wild Shape
Still Mind
Evasion
Inspire Courage
Detect Evil
Trackless Step
Favored Enemy
Rage

Summary of Effect
Male Elf
Female Elf
Male Dwarf
Female Dwarf
Male Human
Female Human
Male Haling
Female Haling
Male Orc
Female Orc
Male Ogre
Female Ogre
Male Gnome
Female Gnome
Male Gnoll
Female Gnoll
Male Bug Bear
Female Bug Bear
Male Half Dragon
Female Half Dragon

SRD Deck of Many Things

Jester

Deck of Many Things: A deck of many things


(both benecial and baneful) is usually found in a
box or leather pouch. Each deck contains a number
of cards or plaques made of ivory or vellum. Each
is engraved with glyphs, characters, and sigils. As
soon as one of these cards is drawn from the pack, its
magic is bestowed upon the person who drew it, for
better or worse.
The character with a deck of many things
who wishes to draw a card must announce how
many cards she will draw before she begins. Cards
must be drawn within 1 hour of each other, and a
character can never again draw from this deck any
more cards than she has announced. If the character
does not willingly draw her allotted number (or if
she is somehow prevented from doing so), the cards
ip out of the deck on their own. Exception: If the
jester is drawn, the possessor of the deck may elect
to draw two additional cards.
Each time a card is taken from the deck, it is
replaced (making it possible to draw the same card
twice) unless the draw is the jester or the fool, in
which case the card is discarded from the pack. A
deck of many things contains 22 cards. To simulate
the magic cards, you may want to use tarot cards, as
indicated in the second column of the accompanying
table. If no tarot deck is available, substitute ordinary
playing cards instead, as indicated in the third
column. The effects of each card, summarized on the
table, are fully described below.
Plaque
Balance
Comet

Summary of Effect
Change alignment instantly.
Defeat the next monster you meet to
gain one level.
Donjon
You are imprisoned.
Euryale
1 penalty on all saving throws
henceforth.
The Fates Avoid any situation you choose . . .
once.
Flames
Enmity between you and an outsider.
Fool
Lose 10,000 experience points and
you must draw again.
Gem
Gain your choice of twenty-ve pieces
of jewelry or fty gems.
Idiot
Lose Intelligence (permanent drain).
You may draw again.

10

Key
Knight
Moon
Rogue
Ruin
Skull
Star
Sun
Talons
Throne
Vizier
The Void

Gain 10,000 XP or two more draws


from the deck.
Gain a major magic weapon.
Gain the service of a 4th-level ghter.
You are granted 1d4 wishes.
One of your friends turns against you.
Immediately lose all wealth and real
property.
Defeat dread wraith or be forever
destroyed.
Immediately gain a +2 inherent bonus
to one ability score.
Gain benecial medium wondrous
item and 50,000 XP.
All magic items you possess disappear
permanently.
Gain a +6 bonus on Diplomacy checks
plus a small keep.
Know the answer to your next
dilemma.
Body functions, but soul is trapped
elsewhere.

Balance: The character must change to a radically


different alignment. If the character fails to act
according to the new alignment, she gains a negative
level.
Comet: The character must single-handedly defeat
the next hostile monster or monsters encountered, or
the benet is lost. If successful, the character gains
enough XP to attain the next experience level.
Donjon: This card signies imprisonment either
by the imprisonment spell or by some powerful
being. All gear and spells are stripped from the victim
in any case. Draw no more cards.
Euryale: The medusa-like visage of this card brings
a curse that only the fates card or a deity can remove.
The 1 penalty on all saving throws is otherwise
permanent.
Fates: This card enables the character to avoid even
an instantaneous occurrence if so desired, for the
fabric of reality is unraveled and respun. Note that
it does not enable something to happen. It can only
stop something from happening or reverse a past
occurrence. The reversal is only for the character
that drew the card; other party members may have to
endure the situation.

Flames: Hot anger, jealousy, and envy are but a few


of the possible motivational forces for the enmity.
The enmity of the outsider cant be ended until one
of the parties has been slain. Determine the outsider
randomly, and assume that it attacks the character (or
plagues her life in some way) within 1d20 days.
Fool: The payment of XP and the redraw are
mandatory. This card is always discarded when
drawn, unlike all others except the jester.

ght as well. If the character is slain, she is slain


forever and cannot be revived, even with a wish or
a miracle.
Star: The 2 points are added to any ability the
character chooses. They cannot be divided among
two abilities.
Sun: Roll for a medium wondrous item until a useful
item is indicated.

Gem: This card indicates wealth. The jewelry is all


gold set with gems, each piece worth 2,000 gp, the
gems 1,000 gp value each.

Talons: When this card is drawn, every magic item


owned or possessed by the character is instantly and
irrevocably gone.

Idiot: This card causes the drain of 1d4+1 points


of Intelligence immediately. The additional draw is
optional.

Throne: The character becomes a true leader in


peoples eyes. The castle gained appears in any open
area she wishes (but the decision where to place it
must be made within 1 hour).

Jester: This card is always discarded when drawn,


unlike all others except the fool. The redraws are
optional.
Key: The magic weapon granted must be one usable
by the character. It suddenly appears out of nowhere
in the characters hand.
Knight: The ghter appears out of nowhere and
serves loyally until death. He or she is of the same
race (or kind) and gender as the character.
Moon: This card sometimes bears the image of
a moonstone gem with the appropriate number
of wishes shown as gleams therein; sometimes it
depicts a moon with its phase indicating the number
of wishes (full = four; gibbous = three; half = two;
quarter = one). These wishes are the same as those
granted by the 9th-level wizard spell and must be
used within a number of minutes equal to the number
received.
Rogue: When this card is drawn, one of the characters
NPC friends (preferably a cohort) is totally alienated
and forever after hostile. If the character has no
cohorts, the enmity of some powerful personage (or
community, or religious order) can be substituted.
The hatred is secret until the time is ripe for it to be
revealed with devastating effect.
Ruin: As implied by its name, when this card is
drawn, all non-magical possessions of the drawer
are lost.
Skull: A dread wraith appears. Treat this creature
as an unturnable undead. The character must ght
it aloneif others help, they get dread wraiths to

11

Vizier: This card empowers the character drawing


it with the one-time ability to call upon a source
of wisdom to solve any single problem or answer
fully any question upon her request. The query or
request must be made within one year. Whether the
information gained can be successfully acted upon is
another question entirely.
The Void: This black card spells instant disaster. The
characters body continues to function, as though
comatose, but her psyche is trapped in a prison
somewherein an object on a far plane or planet,
possibly in the possession of an outsider. A wish or
a miracle does not bring the character back, instead
merely revealing the plane of entrapment. Draw no
more cards.
Strong (all schools); CL 20th.

Gain random Spell-Like


Ability (SP) usable once per
day.

Gain a +2 bonus to AC.

Gain the service of a 4th


Level Fighter. The ghter
appears out of nowhere and
serves loyally until death.
He or she is of the same race
(or kind) and gender as the
character.

Gain Charisma of 18 plus a


small keep.

You are granted 1D3 wishes,


which must be used in 1D3
days.

Gain a treasure map plus 1


random magical item.

Gain random Spell-Like


Ability (SP) usable once per
day.

Gain a +2 bonus to AC.

Gain the service of a 4th


Level Fighter. The ghter
appears out of nowhere and
serves loyally until death.
He or she is of the same race
(or kind) and gender as the
character.

Gain Charisma of 18 plus a


small keep.

You are granted 1D3 wishes,


which must be used in 1D3
days.

Gain a treasure map plus 1


random magical item.

Gain 2 levels, only if


between 1st thru 4th level;
otherwise increase Hit Points
by D10.

Know answer to your next


dilemma. This card empowers
the character drawing it with
the one-time ability to call upon
a source of wisdom to solve
any single problem or answer
fully any question upon her
request. The query or request
must be made within one year.
Whether the information gained
can be successfully acted upon
is another question entirely.
8

Gain random benecial


magic item (one that is
usable by the drawers
class(s)).

10

Add +1 to a random magic


weapon or piece of armor the
drawer already possesses; if
he does not already possess
any then add +2 to a random
weapon or piece of armor.

Random item carried,


receives intelligence.

11

Recharge all magic items


(that has charges) to full.

12

Gain 2 levels, only if between 1st thru 4th level;


otherwise increase Hit Points
by D10.

Know answer to your next


dilemma. This card empowers
the character drawing it with
the one-time ability to call upon
a source of wisdom to solve
any single problem or answer
fully any question upon her
request. The query or request
must be made within one year.
Whether the information gained
can be successfully acted upon
is another question entirely.
8

Gain random benecial


magic item (one that is
usable by the drawers
class(s)).

10

Add +1 to a random magic


weapon or piece of armor the
drawer already possesses; if
he does not already possess
any then add +2 to a random
weapon or piece of armor.

Random item carried, receives intelligence.

11

Recharge all magic items


(that has charges) to full.

12

Gain 20 pieces of jewelry


or 50 gems. The jewelry is
all gold set with gems, each
piece worth 2,000 gp, and
the gems 1,000 gp value
each.

Gain 10,000 XP.

14

13

Gain +1 bonus to all saving


throws.

16

Gain a +2 inherent bonus


to one ability score. The 2
points are added to any
ability the character chooses.
They cannot be divided
among two abilities.

15

You have gained the ability


to regenerate 2pts/rd,
starting 3 rounds after you
were damaged; if you go 10
past your CON you die, until
raised from the dead.

Gain Immunity to Fear.

17

18

Gain 20 pieces of jewelry


or 50 gems. The jewelry is
all gold set with gems, each
piece worth 2,000 gp, and
the gems 1,000 gp value
each.

Gain 10,000 XP.

14

13

Gain +1 bonus to all saving


throws.

16

Gain a +2 inherent bonus


to one ability score. The 2
points are added to any
ability the character chooses.
They cannot be divided
among two abilities.

15

You have gained the ability


to regenerate 2pts/rd,
starting 3 rounds after you
were damaged; if you go 10
past your CON you die, until
raised from the dead.

Gain Immunity to Fear.

17

18

Defeat the next monster you


meet to gain one level. The
character must singlehandedly defeat the next
hostile monster or monsters
encountered, or the benet
is lost. If successful, the
character gains enough XP
to attain the next experience
level.

Gain D4 cross class skills as


a class skill.

20

19

21

Gain 4 skill points in a


random skill. This may raise
the skill above the max ranks
allowed. If this raises a skill
above the max allowed, you
can not continue to spend
skill points on that skill until
your max skill ranks have
increased.

Gain random racial trait.

22

Gain 1 rank in a skill that is


exclusive for another class.

23

Any spells that you cast are


cast as if you were 1 level
higher for determining the
spells effects.

24

Defeat the next monster you


meet to gain one level. The
character must singlehandedly defeat the next
hostile monster or monsters
encountered, or the benet
is lost. If successful, the
character gains enough XP
to attain the next experience
level.

Gain D4 cross class skills as


a class skill.

20

19

21

Gain 4 skill points in a


random skill. This may raise
the skill above the max ranks
allowed. If this raises a skill
above the max allowed, you
can not continue to spend
skill points on that skill until
your max skill ranks have
increased.

Gain random racial trait.

22

Gain 1 rank in a skill that is


exclusive for another class.

23

Any spells that you cast are


cast as if you were 1 level
higher for determining the
spells effects.

24

Any weapon you wield is


considered to be
magical for purposes of
damage reduction.

25

Gain the favor of an


Outsider. Love, compassion
and even pity are just some
of the reasons why an
Outsider has taken an interest in you. The favor can
only be ended by either the
Outsiders death or by an act
of goodness/evil (depending
on the Outsider) by the
character. Generally the Outsider will only intervene in
life and death situations
regarding the character.

26

Gain a Pendant of Transportation. The pendant, when


tossed to the ground,
becomes a form of
transportation based on the
type of pendant. Each form
contains all the necessary
trappings such as saddles,
harness, etc.

28

Gain an Everfull Wineskin.


The wineskin is always
produces top quality wine.
If lled with water at sunset,
the water will be turned to
wine by sunrise. There is no
effect if anything other than
water is placed in the wineskin.

27

Gain a Backpack of Adventuring. This backpack functions like a Bag of Holding


(Type IV) but comes lled
with every item listed as
Adventuring Gear. The
backpack will not hold new
items and never runs out of
any of the items in the pack.

Gain a Cloak of the


Wardrobe. When worn the
cloak functions as a Hat of
Disguise, but only for the
characters clothing. It does
not alter their physical
appearance.

29

30

Any weapon you wield is


considered to be
magical for purposes of
damage reduction.

25

Gain the favor of an


Outsider. Love, compassion
and even pity are just some
of the reasons why an
Outsider has taken an interest in you. The favor can
only be ended by either the
Outsiders death or by an act
of goodness/evil (depending
on the Outsider) by the
character. Generally the Outsider will only intervene in
life and death situations
regarding the character.

26

Gain a Pendant of Transportation. The pendant, when


tossed to the ground,
becomes a form of
transportation based on the
type of pendant. Each form
contains all the necessary
trappings such as saddles,
harness, etc.

28

Gain an Everfull Wineskin.


The wineskin is always
produces top quality wine.
If lled with water at sunset,
the water will be turned to
wine by sunrise. There is no
effect if anything other than
water is placed in the wineskin.

27

Gain a Backpack of Adventuring. This backpack functions like a Bag of Holding


(Type IV) but comes lled
with every item listed as
Adventuring Gear. The
backpack will not hold new
items and never runs out of
any of the items in the pack.

Gain a Cloak of the


Wardrobe. When worn the
cloak functions as a Hat of
Disguise, but only for the
characters clothing. It does
not alter their physical
appearance.

29

30

Gain the ability to Egress


from combat. Whenever you
reach 1 or fewer HP you and
the entire party are
teleported a safe distance
away. The location you are
teleported to is safe from
danger for at least 24 hours
(this effect will sometimes
be more harmful than
helpful).

Gain the services of a


non-combat servant. This
servant is much like a butler,
cook and maid all rolled into
one; however they will never
act in combat even to save
their life or their masters.
The servant appears out of
nowhere and serves loyally
until death. He or she is of
the same race (or kind) and
gender as the character.
32

31

Gain a set of Mastercraft


class appropriate tools/
weapon/armor.

34

Gain a chest of money and


trade goods worth 10D100
gp split equally between
money and trade goods.

33

Immunity to everything for


D6 rounds, usable only once.

35

Gain a contact in every


known city.

36

Gain the ability to Egress


from combat. Whenever you
reach 1 or fewer HP you and
the entire party are
teleported a safe distance
away. The location you are
teleported to is safe from
danger for at least 24 hours
(this effect will sometimes
be more harmful than
helpful).

Gain the services of a


non-combat servant. This
servant is much like a butler,
cook and maid all rolled into
one; however they will never
act in combat even to save
their life or their masters.
The servant appears out of
nowhere and serves loyally
until death. He or she is of
the same race (or kind) and
gender as the character.
32

31

Gain a set of Mastercraft


class appropriate tools/
weapon/armor.

34

Gain a chest of money and


trade goods worth 10D100
gp split equally between
money and trade goods.

33

Immunity to everything for


D6 rounds, usable only once.

35

Gain a contact in every


known city.

36

Gain a favor from the local


king/ruling class. This favor
can be called in at any time;
however, it is up to the king/
ruling class to determine
what an appropriate
repayment is.

Gain nobility and land to


rule.

38

37

Gain 1st level of a class you do not


already possess without penalty.
This ability is better described
as a shadow class; for you gain
all of the benets of having the
class without any negative side
effects (such as a monks prohibition against multiclassing). In
order to gain any further levels
in this shadow class, you must
rst purchase the rst level again.
Once you have done so you may
continue to gain levels in this new
class per normal rules (and you are
then subject to all the normal rules
of multiclassing).

Gain the ability to wear any


armor without penalty.

40

41

Gain immunity to critical


hits.

39

Gain random Feat which you


meet the requirements for.

42

Gain a favor from the local


king/ruling class. This favor
can be called in at any time;
however, it is up to the king/
ruling class to determine
what an appropriate
repayment is.

Gain nobility and land to


rule.

38

37

Gain 1st level of a class you do not


already possess without penalty.
This ability is better described
as a shadow class; for you gain
all of the benets of having the
class without any negative side
effects (such as a monks prohibition against multiclassing). In
order to gain any further levels
in this shadow class, you must
rst purchase the rst level again.
Once you have done so you may
continue to gain levels in this new
class per normal rules (and you are
then subject to all the normal rules
of multiclassing).

Gain the ability to wear any


armor without penalty.

40

41

Gain immunity to critical


hits.

39

Gain random Feat which you


meet the requirements for.

42

Gain 2x XP at the end of


each session from this point
forward.

Gain the same benet as if


wearing a Ring of
Sustenance. This ability
continually provides its
wearer with life-sustaining
nourishment. It also
refreshes the body and mind,
so that the character needs
only sleep 2 hours per day to
gain the benet of 8 hours of
sleep.
44

43

46

45

Entire party is randomly


teleported to another plane
of existence.

Gain spell book with 2D20


levels of spells.

47

Gain random class ability


usable once per day.

Avoid any situation you


choose, once. This card enables
the character to avoid even an
instantaneous occurrence if so
desired, for the fabric of reality
is unraveled and respun. Note
that it does not enable something to happen. It can only
stop something from happening
or reverse a past occurrence.
The reversal is only for the
character that drew the card;
other party members may have
to endure the situation.
48

Gain 2x XP at the end of


each session from this point
forward.

Gain the same benet as if


wearing a Ring of
Sustenance. This ability
continually provides its
wearer with life-sustaining
nourishment. It also
refreshes the body and mind,
so that the character needs
only sleep 2 hours per day to
gain the benet of 8 hours of
sleep.
44

43

46

45

Entire party is randomly


teleported to another plane
of existence.

Gain spell book with 2D20


levels of spells.

47

Gain random class ability


usable once per day.

Avoid any situation you


choose, once. This card enables
the character to avoid even an
instantaneous occurrence if so
desired, for the fabric of reality
is unraveled and respun. Note
that it does not enable something to happen. It can only
stop something from happening
or reverse a past occurrence.
The reversal is only for the
character that drew the card;
other party members may have
to endure the situation.
48

Gain a random monster


creature as a pet. Only
creatures with Intelligence
of 5 or less should be considered for this effect. The
creature follows and obeys
the character; however, it
will react to the method and
manner in which character
treats it.

Your base speed is now


doubled.

49

50

Defeat dread wraith or be


forever destroyed. A dread
wraith appears. Treat this
creature as an unturnable
undead. The character must
ght it aloneif others help,
they get dread wraiths to
ght as well. If the character
is slain, she is slain forever
and cannot be revived, even
with a wish or a miracle.
52

51

All Magical Items in your


possession have 70% chance
each of being dispelled
permanently.

53

Defeat next foe (singlehandedly) or lose a Level.

Lose 5,000 XP and a random


item you possess.

54

Gain a random monster


creature as a pet. Only
creatures with Intelligence
of 5 or less should be considered for this effect. The
creature follows and obeys
the character; however, it
will react to the method and
manner in which character
treats it.

Your base speed is now


doubled.

49

50

Defeat dread wraith or be


forever destroyed. A dread
wraith appears. Treat this
creature as an unturnable
undead. The character must
ght it aloneif others help,
they get dread wraiths to
ght as well. If the character
is slain, she is slain forever
and cannot be revived, even
with a wish or a miracle.
52

51

All Magical Items in your


possession have 70% chance
each of being dispelled
permanently.

53

Defeat next foe (singlehandedly) or lose a Level.

Lose 5,000 XP and a random


item you possess.

54

Random magical (+1 or better) item drops by -2 permanently. If the drawer does
not have one, then the next
closest person has this effect
happen to them, if they do
not have a +1 or better item
then it goes to the next closest and so on until it
happens.

Fight an evil duplicate of


yourself. It has everything
the character has (including
spells / special abilities). No
one can help because combat
takes place in the mind of the
character. If the character loses
combat, the evil character takes
over the body (take the person
to another room to ght the
battle), the new character is
totally evil and must be played
so. If characters alignment is
ever changed again he dies
instantly.
56

55

5Lose 1d4 points of


Intelligence and draw 1d4
more cards.

58

57

Suffer a -2 penalty to AC.

59

Body functions, but soul


is trapped else where. The
characters body continues to
function, as though comatose,
but her psyche is trapped in
a prison somewherein an
object on a far plane or planet,
possibly in the possession of
an outsider. A wish or a miracle
does not bring the character
back, instead merely
revealing the plane of entrapment. The drawer can draw no
more cards; however, the party
is free to continue drawing.

All hireling/followers
possessed turn on you. When
this card is drawn, one of
the characters NPC friends
(preferably a cohort) is
totally alienated and forever
after hostile. If the character
has no cohorts, the enmity of
some powerful personage (or
community, or religious order) can be substituted. The
hatred is secret until the time
is ripe for it to be revealed
with devastating effect.

60

Random magical (+1 or better) item drops by -2 permanently. If the drawer does
not have one, then the next
closest person has this effect
happen to them, if they do
not have a +1 or better item
then it goes to the next closest and so on until it
happens.

Fight an evil duplicate of


yourself. It has everything
the character has (including
spells / special abilities). No
one can help because combat
takes place in the mind of the
character. If the character loses
combat, the evil character takes
over the body (take the person
to another room to ght the
battle), the new character is
totally evil and must be played
so. If characters alignment is
ever changed again he dies
instantly.
56

55

5Lose 1d4 points of


Intelligence and draw 1d4
more cards.

58

57

Suffer a -2 penalty to AC.

59

Body functions, but soul


is trapped else where. The
characters body continues to
function, as though comatose,
but her psyche is trapped in
a prison somewherein an
object on a far plane or planet,
possibly in the possession of
an outsider. A wish or a miracle
does not bring the character
back, instead merely
revealing the plane of entrapment. The drawer can draw no
more cards; however, the party
is free to continue drawing.

All hireling/followers
possessed turn on you. When
this card is drawn, one of
the characters NPC friends
(preferably a cohort) is
totally alienated and forever
after hostile. If the character
has no cohorts, the enmity of
some powerful personage (or
community, or religious order) can be substituted. The
hatred is secret until the time
is ripe for it to be revealed
with devastating effect.

60

Suffer a -1 penalty to all


saving throws.

Gain the enmity on an Outsider.


Hot anger, jealousy, and envy
are but a few of the possible
motivational forces for the
enmity. The enmity of the
outsider cant be ended until
one of the parties has been
slain. Determine the outsider
randomly, and assume that it attacks the character (or plagues
her life in some way) within
1d20 days, if the result of the
die roll is a 1, then the Outsider
instantly teleports to the drawers location.
62

61

Drain all charged items


down to one charge on
everyone within 50 of the
drawer.

64

You are now blind (curable


only by a Wish).

63

Lose all wealth and real


property.

65

Lose 10,000 XP and draw


another card.

66

Suffer a -1 penalty to all


saving throws.

Gain the enmity on an Outsider.


Hot anger, jealousy, and envy
are but a few of the possible
motivational forces for the
enmity. The enmity of the
outsider cant be ended until
one of the parties has been
slain. Determine the outsider
randomly, and assume that it attacks the character (or plagues
her life in some way) within
1d20 days, if the result of the
die roll is a 1, then the Outsider
instantly teleports to the drawers location.
62

61

Drain all charged items


down to one charge on
everyone within 50 of the
drawer.

64

You are now blind (curable


only by a Wish).

63

Lose all wealth and real


property.

65

Lose 10,000 XP and draw


another card.

66

All magic items you possess


disappear.

Lose 2 levels. Drop to 1


point over the minimum XP
needed for the new level.
Example: if you are
currently 7th level, drop
to 10,001 and are now 5th
level. If you possess more
than one class, lose one level
each in two of you classes.

68

67

70

69

Curse of Fumbling: All


DEX checks are made at a
-5, you fumble on an attack
roll 1-3, and when casting
you have a 30% chance of
spell failure (or wild surging).

Curse of Healing: You


cannot be healed by any
magical means, you must
heal naturally.

71

You become the hated


enemy of a race of monsters
(DM decides). The hatred
they feel towards you is so
deep that all members of that
race recognize you on sight.
They receive a +3 bonus to
hit and damage against you.

Curse of Berserking Rage:


When a battle presents itself,
the character throws all caution into the wind and charges
into battle with a +2 hit/dmg,
-2 penalty to AC, +1 number of
attacks, and ghts to negative
your CON; the Berserk Rage
lasts for characters level d4
rounds (i.e. 6 level ghter rolls
6d4). If the rage ends before
the battle does, roll for Berserk
Rage again until the battle is
over. You Berserk until your
enemies are dead.
72

All magic items you possess


disappear.

Lose 2 levels. Drop to 1


point over the minimum XP
needed for the new level.
Example: if you are
currently 7th level, drop
to 10,001 and are now 5th
level. If you possess more
than one class, lose one level
each in two of you classes.

68

67

70

69

Curse of Fumbling: All


DEX checks are made at a
-5, you fumble on an attack
roll 1-3, and when casting
you have a 30% chance of
spell failure (or wild surging).

Curse of Healing: You


cannot be healed by any
magical means, you must
heal naturally.

71

You become the hated


enemy of a race of monsters
(DM decides). The hatred
they feel towards you is so
deep that all members of that
race recognize you on sight.
They receive a +3 bonus to
hit and damage against you.

Curse of Berserking Rage:


When a battle presents itself,
the character throws all caution into the wind and charges
into battle with a +2 hit/dmg,
-2 penalty to AC, +1 number of
attacks, and ghts to negative
your CON; the Berserk Rage
lasts for characters level d4
rounds (i.e. 6 level ghter rolls
6d4). If the rage ends before
the battle does, roll for Berserk
Rage again until the battle is
over. You Berserk until your
enemies are dead.
72

Curse of Wild Surging:


Anyone (including the
cursed person) within 40 of
the cursed individual has a
50% chance of wild surging
every time a spell is cast.

73

Curse of Aging: You age to


one year beyond the next
age category. If you were an
adult human, then you would
become a Middle Aged human at 36 years old.

74

75

Curse of Spell Vulnerability:


You become vulnerable to
every spell cast by a mage
or cleric; now your character
only saves vs Spells with a
15 or better (this does not
count towards spells from
devices, only spells from
spell users); the save never
goes down even when the
character goes up in level.

Curse of Anti-Magic: An
invisible barrier totally
impervious to all magic and
magical spell effects surrounds the character
permanently. The size of
the barrier is 5 /Level of the
character.

76

Curse of the Undead: Every


creature that you slain from
this point forward will return
from the grave as a Wraith
in D4 days. There is a 10%
chance that the newly risen
Wraith will hunt the character down.

77

Curse of Wounding: Once


wounded in battle with a
piercing or slashing weapon
you lose 1-3 HPs/Round
until the wound is bound.

78

Curse of Wild Surging:


Anyone (including the
cursed person) within 40 of
the cursed individual has a
50% chance of wild surging
every time a spell is cast.

73

Curse of Aging: You age to


one year beyond the next
age category. If you were an
adult human, then you would
become a Middle Aged human at 36 years old.

74

75

Curse of Spell Vulnerability:


You become vulnerable to
every spell cast by a mage
or cleric; now your character
only saves vs Spells with a
15 or better (this does not
count towards spells from
devices, only spells from
spell users); the save never
goes down even when the
character goes up in level.

Curse of Anti-Magic: An
invisible barrier totally
impervious to all magic and
magical spell effects
surrounds the character
permanently. The size of
the barrier is 5 /Level of the
character.

76

Curse of the Undead: Every


creature that you slain from
this point forward will return
from the grave as a Wraith
in D4 days. There is a 10%
chance that the newly risen
Wraith will hunt the character down.

77

Curse of Wounding: Once


wounded in battle with a
piercing or slashing weapon
you lose 1-3 HPs/Round
until the wound is bound.

78

Curse of Miss-Guided Attack: When combat goes on within 50ft of the cursed person,
do combat the following way:
a. Determine how many people are within
50ft radius of the cursed PC (not just people
ghting, but everyone that is within a 50ft
radius; there could be 2 people ghting and
8 people watching for a total of 10 people).
b. Determine AC of target normally
c. Roll to hit.
d. If a hit is scored, roll randomly to see
who took the damage, including the cursed
PC (using the example from above, if one
of the cursed ghter takes a hit, roll a d10
to see which of the 10 people takes the
damage).

79

Random magical item


disintegrates. If user has no
magical items then the next
closet person with a
magical item must save, etc,
etc, until there is a magical
item is found and it makes/
fails the save.

80

Gain a -2 penalty to one


ability score. The 2 points
are subtracted from any ability the character chooses.
They cannot be divided
among two abilities.

82

You attract any missile


(magic or non-magic) that
comes within 20 of you; if
you make a successful
Reex save at a -2 penalty
the missile continues on to
its intended target.

81

A magic dead zone now


emanates from your body.
This zone is 5 per character
level in radius.

Suffer a -3 penalty to all


Reex saves.

83

84

Curse of Miss-Guided Attack: When combat goes on within 50ft of the cursed person,
do combat the following way:
a. Determine how many people are within
50ft radius of the cursed PC (not just people
ghting, but everyone that is within a 50ft
radius; there could be 2 people ghting and
8 people watching for a total of 10 people).
b. Determine AC of target normally
c. Roll to hit.
d. If a hit is scored, roll randomly to see
who took the damage, including the cursed
PC (using the example from above, if one
of the cursed ghter takes a hit, roll a d10
to see which of the 10 people takes the
damage).

79

Random magical item


disintegrates. If user has no
magical items then the next
closet person with a
magical item must save, etc,
etc, until there is a magical
item is found and it makes/
fails the save.

80

Gain a -2 penalty to one


ability score. The 2 points
are subtracted from any
ability the character chooses.
They cannot be divided
among two abilities.

82

You attract any missile


(magic or non-magic) that
comes within 20 of you; if
you make a successful
Reex save at a -2 penalty
the missile continues on to
its intended target.

81

A magic dead zone now


emanates from your body.
This zone is 5 per character
level in radius.

Suffer a -3 penalty to all


Reex saves.

83

84

You now begin to emit both


light and sound. While not
a blinding light nor is it a
thunderous sound, this
effectively negates any
attempts at Hide in Shadows
and Move Silently.

Gain an intense allergy to


any and all types of metal.
When in physical contact
with any form of metal take
2D4 points of damage every
round contact is maintained.
(This effect begins the
moment the card is drawn)

86

85

88

87

The entire party if teleported


to a random place, however,
all equipment and clothing
(including the deck) is left at
the location where the card
was drawn from.

Gain Mark of the Beast; all


creatures (monsters and
animals alike) will attack
you on sight.

89

Lose the favor of your


Deity. Your Deity has been
slighted by your actions and
no longer considers you one
of their own. They will no
longer grant you spells or
other favors. This slight was
so disrespectful that no other
deity will accept you either.

You are now affected by a


life threatening poison. You
will die in 2D20 days unless
you nd the cure (which you
must also discover). This
poison is immune to magical
healing.

90

You now begin to emit both


light and sound. While not
a blinding light nor is it a
thunderous sound, this
effectively negates any
attempts at Hide in Shadows
and Move Silently.

Gain an intense allergy to


any and all types of metal.
When in physical contact
with any form of metal take
2D4 points of damage every
round contact is maintained.
(This effect begins the
moment the card is drawn)

86

85

88

87

The entire party if teleported


to a random place, however,
all equipment and clothing
(including the deck) is left at
the location where the card
was drawn from.

Gain Mark of the Beast; all


creatures (monsters and
animals alike) will attack
you on sight.

89

Lose the favor of your


Deity. Your Deity has been
slighted by your actions and
no longer considers you one
of their own. They will no
longer grant you spells or
other favors. This slight was
so disrespectful that no other
deity will accept you either.

You are now affected by a


life threatening poison. You
will die in 2D20 days unless
you nd the cure (which you
must also discover). This
poison is immune to magical
healing.

90

Switch gender; if male


become female, if female
become male.

92

91

Lose your next level


dependant feat (i.e.; the feat
you gain at 1st level, 3rd
level, 5th level, etc.).

94

Gain only the normal XP


at the end of each session
from this point forward.

Randomly Polymorph into


another creature.

93

You are now under the


inuence of a Doom spell.

95

Vulnerability to critical hits.


Every successful attack upon
you is treated as a threat.
Determine if the threat is a
critical hit per normal rules.

96

Switch gender; if male


become female, if female
become male.

92

91

Lose your next level


dependant feat (i.e.; the feat
you gain at 1st level, 3rd
level, 5th level, etc.).

94

Gain only the normal XP


at the end of each session
from this point forward.

Randomly Polymorph into


another creature.

93

You are now under the


inuence of a Doom spell.

95

Vulnerability to critical hits.


Every successful attack upon
you is treated as a threat.
Determine if the threat is a
critical hit per normal rules.

96

You have awoken a


Tarrasque. It is aware of who
has awakened it and where
that person is. It will stop at
nothing to track that person
down.

97

Change alignment instantly.


The character must change
to a radically different
alignment. If the character
fails to act according to the
new alignment, she gains a
negative level.

100

An opposite of you now


exists somewhere in the
world. Both the opposite and
you are completely aware
of each others existence but
have no other spiritual/mental/metaphysical connection.
Whenever you enter a town
there is a 50% chance that
your opposite has already
visited and will cause the
town to have a case of
mistaken identity over you.
98

D4 Phantasmal Forces are


generated around you each
week.

99

You have awoken a


Tarrasque. It is aware of who
has awakened it and where
that person is. It will stop at
nothing to track that person
down.

97

Change alignment instantly.


The character must change
to a radically different
alignment. If the character
fails to act according to the
new alignment, she gains a
negative level.

100

An opposite of you now


exists somewhere in the
world. Both the opposite and
you are completely aware
of each others existence but
have no other spiritual/mental/metaphysical connection.
Whenever you enter a town
there is a 50% chance that
your opposite has already
visited and will cause the
town to have a case of
mistaken identity over you.
98

D4 Phantasmal Forces are


generated around you each
week.

99

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