
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. 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. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Otherwise, this card has no effect.ĭonjon. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. If you are true neutral or unaligned, this card has no effect on you.Ĭomet. Lawful becomes chaotic, good becomes evil, and vice versa. Your mind suffers a wrenching alteration, causing your alignment to change. *Found only in a deck with twenty-two cardsīalance. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with the devil’s allies and followers a few times before being able to confront the devil itself.

The character should experience the devil’s malevolent efforts on multiple occasions. With the Flames card, the enmity is overt. Two of the cards in a deck of many things can earn a character the enmity of another being. 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. Deck of Many Things Home Collapse All Deck of Many Things
