System	
  Reference	
   Document	
  5.1 	
   217	
  
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	
  wrenching	
  alteration,
causing	
  your	
  alignment	
  to	
  change.	
  Lawful	
  become s
chaotic,	
  good	
  becomes	
  evil,	
  and	
  vice	
  versa.	
  If	
  you	
  are
true	
  neutral	
  or	
  unaligned,	
  this	
  card	
  has	
  no	
  effect	
  on
you.
Comet.	
  If	
  you	
  single-­‐‑handedly	
  defeat	
  the	
  next
hostile	
  monster	
  or	
  group	
  of	
  monsters	
  you	
  encounter,
you	
  gain	
  experience	
  points	
  enough	
  to	
  gain	
  one	
  level.
Otherwise,	
  this	
  card	
  has	
  no	
  effect.
Donjon.	
  You	
  disappear	
  and	
  become	
  entombed	
  in	
  a
state	
  of	
  suspended	
  animation	
  in	
  an	
  extradimensional
sphere.	
  Everything	
   you	
  were	
  wearing	
  and	
  carryin
g
stays	
  behind	
  in	
  the	
  space	
  you	
  occupied	
  when	
  you
disappeared.	
  You	
  remain	
  imprisoned	
  until	
  you	
  are
found	
  and	
  removed	
  from	
  the	
  sphere.	
  You	
  can’t	
  be
located	
  by	
  any	
  divination	
  magic,	
  but	
  a	
   wish	
  spell	
  can
reveal	
  the	
  location	
  of	
  you r	
  prison.	
  You	
  draw	
  no	
  more
cards.
	
   Euryale.	
  The	
  card’s	
  medusa -­‐‑like	
  visage	
  curses	
  you.	
  
You	
  take	
  a	
  −2	
  penalty	
  on	
  saving	
  throws	
  while	
  cursed	
  
in	
  this	
  way.	
  Only	
  a	
  god	
  or	
  the	
  magic	
  of	
  The	
  Fates	
  
card	
  can	
  end	
  this	
  curse. 	
  
	
   The	
  Fates.	
  Reality’s	
  fabric	
  unravels	
  and	
  s pins	
  
anew,	
  allowing	
  you	
  to	
  avoid	
  or	
  erase	
  one	
  event	
  as	
  if	
  
it	
  never	
  happened.	
  You	
  can	
  use	
  the	
  card’s	
  magic	
  as	
  
soon	
  as	
  you	
  draw	
  the	
  card	
  or	
  at	
  any	
  other	
  time	
  
before	
  you	
  die. 	
  
	
   Flames.	
  A	
  powerful	
  devil	
  becomes	
  your	
  enemy.	
  
The	
  devil	
  seeks	
  your	
  ruin	
  and	
  plagues	
  your	
  life,	
  
savoring	
  your	
  suffering	
  before	
  attempting	
  to	
  slay	
  
you.	
  This	
  enmity	
  lasts	
  until	
  either	
  you	
  or	
  the	
  devil	
  
dies.	
  
	
   Fool.	
  You	
  lose	
  10,000	
  XP,	
  discard	
  this	
  card,	
  and	
  
draw	
  from	
  the	
  deck	
  again,	
  counting	
  both	
  draws	
  as	
  
one	
  of	
  your	
  declared	
  draws.	
  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.	
  
	
   Gem.	
  Twenty-­‐‑five	
  pieces	
  of	
  jewelry	
  worth	
  2,000	
  
gp	
  each	
  or	
  fifty	
  gems	
  worth	
  1,000	
  gp	
  each	
  appear	
  at	
  
your	
  feet.	
  
	
   Idiot.	
  Permanently	
  reduce	
  your	
  Intelligence	
  by	
  
1d4	
  +	
  1	
  (to	
  a	
  minimum	
  score	
  of	
  1).	
  You	
  can	
  draw	
  one	
  
additional	
  card	
  beyond	
  your	
  declared	
  draws. 	
  
	
   Jester.	
  You	
  gain	
  10,000	
  XP,	
  or	
  you	
  can	
  draw	
  two	
  
additional	
  cards	
  beyond	
  your	
  declared	
  draws. 	
  
	
   Key.	
  A	
  rare	
  or	
  rarer	
  magic	
  weapon	
  with	
  which	
  you	
  
are	
  proficient	
  appears	
  in	
  your	
  hands.	
  The	
  GM	
  
chooses	
  the	
  weapon. 	
  
	
   Knight.	
  You	
  gain	
  the	
  service	
  of	
  a	
  4th -­‐‑level	
  fighter	
  
who	
  appears	
  in	
  a	
  space	
  you	
  choose	
  within	
  30	
  f eet	
  of	
  
you.	
  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.	
  You	
  control	
  this	
  character. 	
  
	
   Moon.	
  You	
  are	
  granted	
  the	
  ability	
  to	
  cast	
  the	
   wish	
  
spell	
  1d3	
  times. 	
  
	
   Rogue.	
  A	
  nonplayer	
  ch aracter	
  of	
  the	
  GM’s	
  choice	
  
becomes	
  hostile	
  toward	
  you.	
  The	
  identity	
  of	
  your	
  
new	
  enemy	
  isn’t	
  known	
  until	
  the	
  NPC	
  or	
  someone	
  
else	
  reveals	
  it.	
  Nothing	
  less	
  than	
  a	
   wish	
  spell	
  or	
  
divine	
  intervention	
  can	
  end	
  the	
  NPC’s	
  hostility	
  
toward	
  you.	
  
	
   Ruin.	
  All	
  forms	
  of	
  we alth	
  that	
  you	
  carry	
  or	
  own,	
  
other	
  than	
  magic	
  items,	
  are	
  lost	
  to	
  you.	
  Portable	
  
property	
  vanishes.	
  Businesses,	
  buildings,	
  and	
  land	
  
you	
  own	
  are	
  lost	
  in	
  a	
  way	
  that	
  alters	
  reality	
  the	
  least.	
  
Any	
  documentation	
  that	
  proves	
  you	
  should	
  own	
  
something	
  lost	
  to	
  this	
  ca rd	
  also	
  disappears. 	
  
	
   Skull.	
  You	
  summon	
  an	
  avatar	
  of	
  death —a	
  ghostly	
  
humanoid	
  skeleton	
  clad	
  in	
  a	
  tattered	
  black	
  robe	
  and	
  
carrying	
  a	
  spectral	
  scythe.	
  It	
  appears	
  in	
  a	
  space	
  of	
  