Fourth edition deck of many things


















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.

Lawful becomes 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 carrying 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 your 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 spins 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, 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, gp each or fifty gems worth 1, gp each appear at your feet. You can draw one additional card beyond your declared draws. Jester: You gain 10, XP, or you can draw two additional cards beyond your declared draws.

View source. History Talk 0. Property: Sorceres with the Chaos Powe rclass feature can use the Deck of Many Things as an implement for sorcerer powers and sorcerer paragon path powers. Power Encounter, Free action : You alter the fortunes of your enemies, forcing an enemy within 10 squares to reroll one attack roll, skill check, or saving throw it made, taking the result you choose. Power Daily, Minor action : Roll a d Once before the end of the encounter, you can replace any d20 roll made by an ally or an enemy within 5 squares of you with your d20 roll.

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