Balance A Shift in Perspective Gives You A Personal Objective Which Directly Conflicts With That of Your Closest Allies

You might also like

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 3

• Balance A shift in perspective gives you a personal objective which directly conflicts

with that of your closest allies. You join the opposition.


• Comet If you alone defeat the next medium or harder hostile enemy or enemies you
encounter, you gain a wish.
• Donjon You're imprisoned by a 10th-level imprisonment ritual. This uses the prison
option, typically sequestering you in a distant part of the world. You also lose all your items.
Cease drawing cards.
• Dullard Immediately gain a random cursed item (or a list chosen by the GM) - the
item fuses with you and can only be removed by a deity or the Fates card. You can then
draw an additional card, and the Dullard card then disappears forever.
• Euryale (curse) A medusa's image curses you with a permanent –1 status penalty to
all saving throws. This can be removed by only a deity or the Fates card.
• The Fates The Fates respin the fabric of reality to save you from any situation you
choose. This can reverse even a past event, and you can make the decision instantly even if
the event would slay you. This intervention saves only you, not anyone else affected by the
event. There's no limit on how long you can wait before using this effect.
• Flames A fiend becomes filled with anger, jealousy, envy, or some other reason to
despise you. Its hatred for you doesn't cease until either it or you is dead. It attacks you or
otherwise attempts to foil you within 1d20 days. The GM determines the specifics of the
fiend.
• Fool The deck either disappears forever, or you must draw two more cards.
• Gem Gain your choice of 25 pieces of jewelry worth 200 gp each, 50 gems worth 100
gp each, and 5000 gold pieces for a total of 15k.
• Jester Time bends and weaves as a time-hole opens, drawing in all characters within
100 feet into it. On a heads, travel 3d100 years into the future. On a tails, travel 3d100 years
into the past. In addition, all characters drawn into the vortex level up, and the Jester card
then disappears forever.
• Key Gain a magic weapon of 12th level or higher. The GM determines the item and
what runes it has, if any.
• Knight A host of palace guards (1d6) and servants and courtiers (including advisors
and spies) (1d12) arrive and swear unfailing loyalty to you.
• Moon Roll 1d4 to determine how many wishes the card grants you, which also
affects the phase of the moon depicted on the card (1: crescent moon; 2: half moon; 3:
gibbous moon; 4: full moon). These wishes each take one action to speak and have the
effect of a wish spell.
• Rogue One NPC ally becomes filled with hatred and immediately turns against you
forever. The NPC might keep this hatred secret until an opportune moment.
• Ruin An apocalyptic omen rings out in a random settlement on your planet with a
population of at least 10,000. The omen portends doom and makes it clear it is caused by
you. In 3 days, a terrible disaster will hit this city, obliterating it and the surrounding region.
• Skull You must immediately battle a lesser death. If slain in the battle, you can never
be revived, except by a deity.
• Star Gain an ability boost you must use immediately on one ability score of your
choice.
• Sun Gain a class feat of your choice equal to your level or lower, and a beneficial
permanent magic item of your level or lower, of your choice.
• Talons Flip a coin. On a heads, all your magic items disappear permanently, except
for the deck and any artifact of higher level than the deck. On a tails, you lose all your
nonmagical possessions, including any wealth and property.
• Throne You gain a permanent +4 status bonus to Diplomacy checks, and you now
own a small castle in any open area you wish. You must choose its location within 1 hour.
• Vizier Upon request, you can learn the solution to any one problem or the correct
answer to any one question, unless that information is obscured by a deity. This doesn't
necessarily give you the means to act on that solution. You have 1 year to take the vizier's
advice or lose its benefits.
• The Void Your mind becomes trapped forever. This card is fickle, but it often throws
the psyche into a prison in an object on a distant plane or planet. Wish or similarly powerful
magic can reveal your psyche's location, but it doesn't bring you back. Your comatose body
continues to function. Cease drawing cards.

 Balance A shift in perspective gives you a personal objective which directly conflicts
with that of your closest allies. You join the opposition.
 Comet If you alone defeat the next medium or harder hostile enemy or enemies you
encounter, you gain a wish.
 Donjon You're imprisoned by a 10th-level imprisonment ritual. This uses the prison
option, typically sequestering you in a distant part of the world. You also lose all your
items. Cease drawing cards.
 Dullard Immediately gain a random cursed item (or a list chosen by the GM) - the
item fuses with you and can only be removed by a deity or the Fates card. You can
then draw an additional card, and the Dullard card then disappears forever.
 Euryale (curse) A medusa's image curses you with a permanent –1 status penalty to
all saving throws. This can be removed by only a deity or the Fates card.
 The Fates The Fates respin the fabric of reality to save you from any situation you
choose. This can reverse even a past event, and you can make the decision instantly
even if the event would slay you. This intervention saves only you, not anyone else
affected by the event. There's no limit on how long you can wait before using this
effect.
 Flames A fiend becomes filled with anger, jealousy, envy, or some other reason to
despise you. Its hatred for you doesn't cease until either it or you is dead. It attacks
you or otherwise attempts to foil you within 1d20 days. The GM determines the
specifics of the fiend.
 Fool The deck either disappears forever, or you must draw two more cards.
 Gem Gain your choice of 25 pieces of jewelry worth 200 gp each, 50 gems worth 100
gp each, and 5000 gold pieces for a total of 15k.
 Jester Time bends and weaves as a time-hole opens, drawing in all characters within
100 feet into it. On a heads, travel 3d100 years into the future. On a tails, travel
3d100 years into the past. In addition, all characters drawn into the vortex level up,
and the Jester card then disappears forever.
 Key Gain a magic weapon of 12th level or higher. The GM determines the item and
what runes it has, if any.
 Knight A host of palace guards (1d6) and servants and courtiers (including advisors
and spies) (1d12) arrive and swear unfailing loyalty to you.
 Moon Roll 1d4 to determine how many wishes the card grants you, which also
affects the phase of the moon depicted on the card (1: crescent moon; 2: half moon;
3: gibbous moon; 4: full moon). These wishes each take one action to speak and have
the effect of a wish spell.
 Rogue One NPC ally becomes filled with hatred and immediately turns against you
forever. The NPC might keep this hatred secret until an opportune moment.
 Ruin An apocalyptic omen rings out in a random settlement on your planet with a
population of at least 10,000. The omen portends doom and makes it clear it is
caused by you. In 3 days, a terrible disaster will hit this city, obliterating it and the
surrounding region.
 Skull You must immediately battle a lesser death. If slain in the battle, you can never
be revived, except by a deity.
 Star Gain an ability boost you must use immediately on one ability score of your
choice.
 Sun Gain a class feat of your choice equal to your level or lower, and a beneficial
permanent magic item of your level or lower, of your choice.
 Talons Flip a coin. On a heads, all your magic items disappear permanently, except
for the deck and any artifact of higher level than the deck. On a tails, you lose all
your nonmagical possessions, including any wealth and property.
 Throne You gain a permanent +4 status bonus to Diplomacy checks, and you now
own a small castle in any open area you wish. You must choose its location within 1
hour.
 Vizier Upon request, you can learn the solution to any one problem or the correct
answer to any one question, unless that information is obscured by a deity. This
doesn't necessarily give you the means to act on that solution. You have 1 year to
take the vizier's advice or lose its benefits.
 The Void Your mind becomes trapped forever. This card is fickle, but it often throws
the psyche into a prison in an object on a distant plane or planet. Wish or similarly
powerful magic can reveal your psyche's location, but it doesn't bring you back. Your
comatose body continues to function. Cease drawing cards.

You might also like