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Tarot Deck of Many Things 0 The Fool You lose XP equal to 1,000 x character level and you must draw again. I The Magician +1 to each Mental Stat II The Priestess Gain the ability to Lay on Hands, using your total level rather than just paladin levels III The Empress Everyone loses trust in you. -5 to animal empathy, bluff, diplomacy, gather information, handle animal, and perform. IV The Emperor Gain the Leadership Feat free and the loyalty of 100 soldiers V The Hierophan t Gain a major magic weapon VI The Lovers A dilemma will occur in the near future VII The Chariot Gain an unseen ally that will aid you in the future VIII Strength +1 to each Physical Stat IX The Hermit Know the answer to your next dilemma. X Wheel of Fort une May choose to roll a die, where even = gain a level, or odd= lose a level, or you must draw again the same amount of cards you drew before drawing this one. XI Justice Change alignment instantly. XII the Hanged Ma n You are separated from everyone on a distant plane. XIII Death Defeat dread wraith or be forever destroyed. XIV Temperance Enmity between you and an outsider from the outer planes. XV The Devil Enmity between you and an outsider from the inner planes.

Tarot Deck of Many Things

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Page 1: Tarot Deck of Many Things

Tarot Deck of Many Things0 The Fool You lose XP equal to 1,000 x character level and

you must draw again.

I The Magician +1 to each Mental Stat

II The Priestess Gain the ability to Lay on Hands, using your total level rather than just paladin levels

III The Empress Everyone loses trust in you. -5 to animal empathy, bluff, diplomacy, gather information, handle animal, and perform.

IV The Emperor Gain the Leadership Feat free and the loyalty of 100 soldiers

V The Hierophant Gain a major magic weapon

VI The Lovers A dilemma will occur in the near future

VII The Chariot Gain an unseen ally that will aid you in the future

VIII Strength +1 to each Physical Stat

IX The Hermit Know the answer to your next dilemma.

X Wheel of Fortune

May choose to roll a die, where even = gain a level, or odd= lose a level, or you must draw again the same amount of cards you drew before drawing this one.

XI Justice Change alignment instantly.

XII the Hanged Man You are separated from everyone on a distant plane.

XIII Death Defeat dread wraith or be forever destroyed.

XIV Temperance Enmity between you and an outsider from the outer planes.

XV The Devil Enmity between you and an outsider from the inner planes.

XVI Tthe Tower Immediately lose all wealth and real property.

XVII The Star Immediately gain a +2 bonus to one ability score of your choice.

XVIII The Moon You are granted 1d4 wishes.

XIX The Sun You gain a beneficial medium wondrous item and 2,500 XP per character level.

Page 2: Tarot Deck of Many Things

XX Judgment You are judged for every action you have made in your life by a deity.

XXI The World -1 to each stat

Rods

King of Rods Educated +2 permanent bonus to Intelligence

Queen of Rods Nature Gain the services of a 4th level ranger.

Knight of Rods Exile You are required to perform a quest or be forever exiled into oblivion.

Page of Rods Unwitting -2 permanent penalty to Intelligence.

Ace of Rods Calamity A dilemma in the future will have disastrous results.

Two of Rods Dominion Character is possessed by an evil spirit.

Three of Rods Separation Transported randomly from your current location.

Four of Rods Throne Gain a +6 on Diplomacy checks plus a small keep.

Five of Rods Strife You gain the enmity of a group of people on the material plane

Six of Rods Next dilemma is guaranteed to be successful

Seven of Rods Next dilemma will have embarrassing results

Eight of Rods +2 Permanent bonus to Dexterity

Nine of Rods +2 Permanent bonus to Strength

Ten of Rods +2 Permanent bonus to Constitution

Cups

King of Cups Knowledge Gain a +2 competence bonus to all knowledge skills

Queen of Cups Gain the services of a 4th level sorcerer

Knight of Cups Naivety You will be tricked

Page of Cups Perfectionist The following will happen on the next natural 20 or 1 you roll 20 = +1 permanently to the stat revolving around the roll. 1 = -1 permanently to the stat revolving around the roll.

Ace of Cups +2 Permanent bonus to Charisma

Page 3: Tarot Deck of Many Things

Two of Cups Understanding You have an aura about you that strengthens your spirit. +5 to animal empathy, bluff, diplomacy, disguise, gather information, handle animal, intimidate, and perform.

Three of Cups Avoid any situation you choose, once

Four of Cups Character granted 1 miracle, once, at any time the character desires by his god

Five of Cups Disappointment Character loses exactly as much XP as he has gained since last level plus 2. (Example If the PC has 8500 XP, then he loses 2502, which would cause a level loss)

Six of Cups The Past You will meet someone from your past

Seven of Cups Gain 25 pieces of jewelry or 50 gems

Eight of Cups Indolence -2 permanent penalty to Dexterity

Nine of Cups Abundance You gain XP equal to 1000 x character level and you may draw again.

Ten of Cups Fear Lose all nerve permanently. -10 to all fear-based checks.

Swords

King of Swords Cruelty You take on a vindictive nature and every living creature you make contact with must make a Will save (DC 10 + character level) or forever hate you.

Queen of Swords Loss You lose XP equal to 2500 x character level. This loss may result in the loss of levels.

Knight of Swords Knight Gain services of a 4th level fighter

Page of Swords Spy Gain the services of a 4th level rogue

Ace of Swords Struggle All XP the character gains from now on reduced by 25%

Two of Swords Defeat the next monster you meet without any other help to gain one level. However, if you lose the battle for any reason, you lose one level.

Three of Swords Depression You are thrust into a depression. -5 to Will save.

Four of Swords You are imprisoned

Five of Swords Rogue One of your friends turns against you.

Six of Swords Spirituality +2 Permanent bonus to Wisdom.

Page 4: Tarot Deck of Many Things

Seven of Swords Futility Your most prized possession will be stolen from you.

Eight of Swords Body functions, but soul is trapped forever.

Nine of Swords Slander -2 permanent penalty to Charisma

Ten of Swords -1 on all saving throws permanently

Pentacles

King of Pentacles

Experience All XP the character gains from now on increased by 25%

Queen of Pentacles

Ruin All items you possess are sundered/destroyed/stolen.

Knight of Pentacles

Stagnation You age until you reach venerable age. You gain all of the penalties of aging but you do not gain any of the benefits.

Page of Pentacles

-2 to each Mental stat.

Ace of Pentacles Spiritual Starvation

-2 permanent penalty to Wisdom.

Two of Pentacles Falsity No matter what you do you will always make a mistake in some way, be it small as mistaking north from south, or as critical as stabilizing a dying person.

Three of Pentacles

Rewards Your next encounter will yield twice as much XP as normal to you.

Four of Pentacles

Greed Your next encounter will yield half as much XP as normal to you.

Five of Pentacles Sickness -2 Permanent penalty to Constitution

Six of Pentacles Success Character gains a permanent +1 to all rolls

Seven of Pentacles

Failure Character suffers a 1 to all rolls permanently

Eight of Pentacles

Training You gain exactly enough XP to obtain the next level

Nine of Pentacles

Gain Character Gains a magic item worth approximately 1000GP per level of the character

Ten of Pentacles Wealth A Pouch of 1000 x the characters level in platinum coins appears on his side.