How many cards would you like to draw? 1 2 3 4 5

Change alignment or be judged. As "weighed in the balance and found wanting", the character must change , and perform accordingly, to a radically different alignment, i.e. lawful-chaotic, good-evil, neutral-non-neutral. Failure brings judgment, and if there is substantial deviation from professed alignment, the character will be destroyed permanently.

Defeat the next monster you meet to gain 1 level. The player must single-handedly defeat the next monster -- singular or plural -- of hostile nature or the benefit is lost. If successful, the character moves to the mid-point of the next experience level.

You are imprisoned. This signifies imprisonment -- either by spell or by some creature/being at your option. All gear and spells will be stripped from the victim in any case. The deck disappears.

Minus 3 on all saving throws vs. petrification. The Medusa-like visage of this plaque brings a curse which only the Fates card or god-like beings can remove. The -3 is permanent otherwise.

Avoid any situation you choose... once. This plaque enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun, so to speak. Note that it does not allow something to happen, only not to take place. This reversal is for the individual character only, and the party must still endure the confrontation.

Enmity between you and a devil. Hot anger, jealousy, envy, are but a few of the possible motivational forces for the enmity. The devil is usually of the Greater sort, possibly even an Arch-devil. The enmity can never be satisfied, save one or the other is slain.

Lose 10,000 experience points; draw again. The payment and draw are mandatory!

Gain your choice of 20 jewelry or 50 gems. This indicates wealth. The jewelry will all be gold set with gems, the gems all of 1,000 g.p. base value. With this wealth should come experience points equal in value, but never more than sufficient for 1 level rise in experience.

Lose 1-4 points of intelligence, you may draw again. As indicated, the mongoloid countenance causes loss of 1-4 (d4) points of intelligence immediately. They are lost and cannot be regained (although points can be restored by other means). The additional draw is optional.

Gain 10,000 experience points; draw again. This plaque actually makes either pack more beneficial if the experience point award is taken. It is always discared when drawn, unlike the others except the Fool.

Gain a treasure map plus 1 magic weapon. Roll a treasure map with +20% on the dice. The weapon with it must be one usable by the character, so use the table for SWORDS (III.G.), MISCELLANEOUS WEAPONS (III.H.), or RODS, et al. (III.D.) as needed.

Gain the service of a 4th level fighter. The hero will join as the character's henchman and loyally serve until death. The hero has +1 per die (18 maximum) on each ability roll.

You are granted 1-4 wishes. This is best represented by a moonstone gem with the appropriate number of wishes shown as gleams therein. These wishes are the same as the ninth level magic-user spell (q.v.) and must be used in a number of turns equal to the number received.

One of your henchmen turns against you. When this plaque is drawn, 1 of the character's henchmen will be totally alienated and forever hostile henceforward. If the character has no henchmen, the enmity of some powerful personage -- community or religous -- can be substituted. The hatred will be secret until the time is ripe for devastating effect.

Immediately lose all wealth and real property. As implied, when this plaque is drawn, every bit of money (including all gems, jewelry, and like previous and valuable treasure and art) and all real property and buildings thereon currently owned are lost forever.

Defeat Death or be forever destroyed. A minor Death appears (AC -4; 33 hit points; strikes with a scythe for 2-16 hit points, never missing, always striking first in a round) and the character must fight it alone -- if others help, they get minor Deaths to fight as well. If the character is slain he or she is slain forever. Treat the Death as undead with respect to spells. Cold or fire do not harm it, neither does electrical energy.

Immediately gain 2 points on your major ability. If the 2 points would place the character's score at 19, use 1 or both in any of the other abilities in this order: constitution, charisma, wisdom, dexterity, intelligence, strength.

Gain beneficial miscellaneous magic item and 50,000 experience points. Roll on the MISCELLANEOUS MAGIC TABLE (III.E., 1.-5.) until a useful item (other than artifcats or relics) is indicated. The player gets experience points for this as well.

All magic items you possess are torn from you. When this plaque is drawn each and every magic item owned or possessed by the character drawing are irrevocably gone. This happens instantly.

Body functions, but soul is trapped elsewhere. This lightless black plaque spells instant disaster. The character's body functions, and he or she speaks like an automaton, but the psyche is trapped in a prison somewhere -- in an object on a far planet or plane, possibly in possession of a demon. A wish will not bring the character back, but the plane of entrapment might be revealed. The deck disappears.

Gain charisma of 18 and small keep. If charisma is 18 already, the individual still gains +25% on encounter and loyalty reactions. He or she becomes a real leader in the people's eyes. The castle gained will be near to any stronghold already possessed. Know the answer to your next dilemma.

This plaque empowers the character drawing it with the ability to call upon supernatural wisdom to solve any single problem or answer fully any question whenever he or she so requests. Whether the information gained can be successfully acted upon is another question entirely.