Usually found in a box or pouch, this deck contains a number of cards made of wood or parchment. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

Before 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). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. 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.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Playing Card Card Ace of diamonds Vizier* King of diamonds Sun Queen of diamonds Moon Jack of diamonds Star Two of diamonds Comet* Ace of hearts The Fates* King of hearts Throne Queen of hearts Key Jack of hearts Knight Two of hearts Gem* Ace of clubs Talons* King of clubs The Void Queen of clubs Flames Jack of clubs Skull Two of clubs Idiot* Ace of spades Donjon* King of spades Ruin Queen of spades Euryale Jack of spades Rogue Two of spades Balance* Joker (with TM) Fool* Joker (without TM) Jester



* Found only in a deck with twenty-two cards

Balance. Your mind suffers a slight alteration chosen by the DM, a food you used to hate is now delicious and one you love you now hate, you change your favorite color, you develop an accent, or something else that is interesting but not life changing.

Comet. If you defeat one of the next hostile monsters, a puff of confetti with a kazoo playing a victory tune appears in front of the card drawer and leaves a small pouch with 5cp and a tasty hard candy. Otherwise, this card has no effect.

Donjon. Your dreams are now nightmares of you being trapped in an energy sphere. Remove curse spell removes this effect.

Euryale. The card's Danny Devito-like visage curses you, saying a Danny Devito quote. You feel slightly sick for 1d6 days.

The Fates. You can choose to forget one thing.

Flames. A powerful devil becomes slightly bothered by you, and sends an imp to do something to bother you. This can not lead to or be harmful to you or those around you, related to you or even on the same plane to you, and should only take the form of 3 hour slow down(tied shoelaces, boggy road, diarrhea, and the like) or 5 gp payment. After that the devil is no longer interested in you.

Fool. You feel slightly younger.

Gem. a glass gem appears in your hand. Its fake but very pretty.

Idiot. You forget your name and have to learn it again.

Jester. You feel a little older.

Key. A beautiful fake weapon appears in your hand. It is useless, but can count as an improvised weapon.

Knight. You gain a master quality knight toy, with sword swinging action! If you spend a hour focusing you can change the race of the knight; starts off as your race.

Moon. The moon now looks like a sleeping baby face to you and you alone. It will wake up and cry if load combat happens within 40 feet of you, giving you advantage on perception checks to wake up to the sound of combat.(or wakes you up, DM's choice)

Rogue. A nonplayer character of the GM's choice becomes slightly bothered with you and will demand or ask you to apologize, and then ask for a hug. The hug is optional.

Ruin. You lose 5 cp.

Skull. You summon a tiny sized skeleton that is invulnerable and can not attack, they now follow you until you befriend it, which will then cause it to leave in 2d6 days. It has a tiny magical bindle that they put their coins into(the coins disappear when the skeleton closes the bindle up), and often dances, though it can be convinced to do something for a coin of any value, though it likes higher value coins. It doesn't like being attacked though.

Star. you feel slightly stronger.

Sun. The sun now has a baby face on it, though only for you. It laughs, cries, or just looks bored depending on what is happening within 5 miles of you.

Talons. Every magic item you wear or carry get covered in raspberry jelly.

Throne. You gain a small sized toy castle, with 46 soldiers! 23 red and 23 blue(2 red royal guards, 1 red king, 5 red knights, 5 red archers, 10 red soldiers/2 blue royal guards, 1 blue king, 5 blue knights, 5 blue archers, 10 blue soldiers) If you spend a hour focusing you can change the race of the soldiers red and blue can be different races; the red soldiers starts off as your race and the blue race is a race you either hate or fear.

Vizier. You gain a one time ability to start a game of truth or dare, everyone within 10 feet are compelled to play ONE round, but after that it is up to them if they want to keep playing. As an added bonus everyone who is compelled to play gains a soft pillow, a nice bed roll, and their clothes get swapped with footy pajamas(their cloths are stored within reach, and if removing an item would cause harm to the wearer that item will still be worn, with the footy pajamas being big enough to fit snugly over them)

The Void. You learn of the location of a creatures lost soul, and the story of how it was set free.

Notes: Utility, Consumable