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Medusa drawing
Medusa drawing






medusa drawing

Throne: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. Artifacts in your possession aren't destroyed but do vanish. Talons: Every magic item you wear or carry disintegrates. Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. The score can exceed 20 but can't exceed 24.

medusa drawing

Star: Increase one of your ability scores by 2. A creature slain by an avatar of death can't be restored to life. If anyone tries to help you, the helper summons its own avatar of death. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. 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. Skull: You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. Any documentation that proves you should own something lost to this card also disappears. Businesses, buildings, and land you own are lost in a way that alters reality the least. Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Rogue: A nonplayer character of the DM's choice becomes hostile toward you. Moon: You are granted the ability to cast the wish spell 1d3 times. 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. Knight: You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. Key: A rare or rarer magic weapon with which you are proficient appears in your hands. Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. You can draw one additional card beyond your declared draws. Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). 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.

medusa drawing

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.








Medusa drawing