Xenith

Deck of Many Dreams [Pathfinder Homebrew]

Aug 6th, 2015
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  1. Armeteth - LE - God of the plane of death, receiver of souls in the afterlife. Punisher of the condemned.
  2. Seolu - LN - God of the plane of limbo, receiver of souls in the afterlife. Bringer of life, giver of second chances.
  3. Gotor - LG - God of war, proclaimer of glory. The great warrior and honor giver.
  4. Fauna - LG - God of youth, life, and the spring.
  5.  
  6. DECK OF MANY DREAMS
  7. --------------------------------------------------------------------------------
  8. Try not to say the effect allowed unless the player is given a choice.
  9. --------------------------------------------------------------------------------
  10. -21 World - You can never gain personal land or a home of your own. Any existing property is immediately in possession of a nearby powerful king.
  11. +20 Judgment - A person you have recently encountered that got away with an unjust action is immediately punished for their crimes.
  12. -19 Sun - This week becomes extraordinarily hot, drought plagues the land.
  13. +18 Moon - The night shines bright, and animals become dormant. Moonstones can be found during this time. When attacked at night, during this week, defending players receive a +2 circumstance bonus on all attacks, damages, and saves.
  14. -17 Star - A meteor shower takes place that falls to the ground, it will completely destroy the closest settlement. Stars cannot be used for navigation. During the next week, people may find themselves lost.
  15. +16 Tower - The drawer immediately takes possession of a castle or stronghold in a location of their choosing. No person can deny their absolute ownership of this structure, known for being unkind to thieves and intruders.
  16. -15 Devil - Summons a powerful creature of equal level to the party and an alignment of CE. Normal rewards are given for combat.
  17. +14 Temperance - If the drawer has an addiction or fear, it is forever lost to them never to return. Otherwise they develop an immunity to a selected substance or +2 resistance to all fear effects.
  18. -13 Death - The drawer's HP is immediately reduced to death. They cannot be saved.
  19. +12 Hanged Man - The drawer can choose any person to immediately perish. They cannot be saved.
  20. -11 Justice - The drawer is immediately accused of a heinous crime.
  21. +10 Wheel - The drawer and as many willing participants as they choose, immediately travel to a place of their choosing.
  22. -09 Hermit - Every being, living or dead, with the exception of magically bound entities, forget everything they know of the drawer.
  23. +08 Strength - The drawer may choose one of the following:
  24. a permanent +1 bonus to damage resistance;
  25. a permanent +1 spell resistance;
  26. an item that allows them to carry more with them than they would be able to otherwise;
  27. choose a structure to be fortified immediately;
  28. gain a +1 bonus to the strength stat;
  29. -07 Chariot - The drawer rolls a d6:
  30. if the result is a 1, lose 1 point in STR;
  31. if the result is a 2, lose 1 point in DEX;
  32. if the result is a 3, lose 1 point in CON;
  33. if the result is a 4, lose 1 point in INT;
  34. if the result is a 5, lose 1 point in WIS;
  35. if the result is a 6, lose 1 point in CHA;
  36. +06 Lovers - Summons 1 succubus/incubus bound in loyalty to the drawer. A gift from Armeteth.
  37. -05 Hierophant - The drawer is immediately equipped with a cursed item.
  38. +04 Emperor - If the drawer currently does not have the leadership feat, they now do. The drawer also gains 3 dedicated followers, a gift from Seolu.
  39. -03 Emperess - If the drawer is female, they immediately become mishappen and deformed. If the drawer is male, female demonic/abyssal creatures equal to the level of the party are summoned to this plane of existence.
  40. +02 High Priestess - The drawer immediately draws another card, if the card has an effect the drawer does not desire, they may draw one more time.
  41. -01 Magician - The drawer can no longer cast magic, use or equip magic items, and cannot be effected by positive magical effects. The drawer cannot make wishes, and is not effected by any wish magic, including that of true wish, or of divine influence.
  42. +00 Fool - The drawer may choose another person to draw from the deck immediately. If no other people are nearby, it will effect the first person they meet.
  43.  
  44. -KC King of Cups - The next food the drawer eats is unknowingly poisoned.
  45. +QC Queen of Cups - The drawer receives a salve that when applied to a dying entity will prevent death. When applied to an injured entity will restore all ailments. A gift from Fauna. [10 Uses]
  46. -JC Knight of Cups - The drawer becomes infamous for being untrustworthy and a thief.
  47. +NC Knave of Cups - The drawer gains knowledge the was not known to them before. Usually of magic origin.
  48. -0C Ten of Cups - The next time an encounter takes place, the drawer will not be able to interfere and will gain no reward from it.
  49. +9C Nine of Cups - The drawer and every member of the party will gain a small reward, usually in the form of a magic item.
  50. -8C Eight of Cups - The drawer immediately becomes immobile for 24 hours.
  51. +7C Seven of Cups - If the drawer is on a journey, the journey is completed immediately, and the party will appear in front of the giver of the reward.
  52. -6C Six of Cups - The drawer loses all of the experience they gained this level.
  53. +5C Five of Cups - In front of the drawer is dropped the deceased body of a noble, usually of the opposite sex.
  54. -4C Four of Cups - The drawer receives a letter that a family member has deceased, they are not told which.
  55. +3C Three of Cups - The drawer and each party member is given a small sum of money.
  56. -2C Two of Cups - The drawer is now being hunted by a being who is attracted to them.
  57. +AC Ace of Cups - The drawer and each party member receives a magical item.
  58.  
  59. -KS King of Swords - A powerful assassin has been hired to hunt down the party, with a level greater than that of the party level.
  60. +QS Queen of Swords - The drawer is immediately provided with a magical weapon in a style of their choosing. A gift from Gotor.
  61. -JS Knight of Swords - The drawer is attacked from an unknown location, an arrow now protrudes from their chest.
  62. +NS Knave of Swords - A merchant appears with otherworldly deals. The cost of items sold and given by this merchant are significantly improved.
  63. -0S Ten of Swords - The drawer is now wanted internationally for political reasons. They have already been sentenced to death.
  64. +9S Nine of Swords - The drawer becomes famous for the way the treat others with respect. They gain a cohort that is attracted to them.
  65. -8S Eight of Swords - The drawer is bound in manacles that cannot be destroyed or removed for 24 hours.
  66. +7S Seven of Swords - The party encounters a foe equal to that of the party level. Rewards from this encounter are 5 times greater than usual.
  67. -6S Six of Swords - One non-player party member leaves, often loyal to the drawer. They take half of the drawers possessions.
  68. +5S Five of Swords - The drawer becomes noted for their leadership skill. A loyal land has provided them command, and increased their military rank.
  69. -4S Four of Swords - The drawer is temporarily transported to a dimension in which they have to carry stone up an incline to the top of a pyramid. They cannot leave until they are finished. [8 successful strength checks] When leaving they are granted a small stone structure.
  70. +3S Three of Swords - The drawer is provided a lavish gift from a love far away.
  71. -2S Two of Swords - The drawer is attacked by their most loyal follower. If they have no followers, they are attacked at random.
  72. +AS Ace of Swords - The drawer adds the vorpal property to any weapon they own. If it is already vorpal, the enhancement bonus increases.
  73.  
  74. -KD King of Disks - The drawer becomes sealed inside the nearest magic item.
  75. +QD Queen of Disks - The drawer is granted a wish of their choosing with a power of that similar to their party level.
  76. -JD Knight of Disks - The party is attacked by a band of minor enemies in number equal to the total party level.
  77. +ND Knave of Disks - The drawer is granted the ability to resurrect any non-humanoid entity once.
  78. -0D Ten of Disks - An item possessed by the party loses all magical properties, excluding this deck. If one does not exist, an item becomes cursed instead.
  79. +9D Nine of Disks - A large enemies treasures are immediately found.
  80. -8D Eight of Disks - The drawer loses part of his sanity. They now believe all illusions to be genuinely real, and begin to hallucinate regularly.
  81. +7D Seven of Disks - The drawer can rip the immortal soul of any being to recent die. The soul of this entity can interact with the corporeal world by sight alone, and can be used as the component for any item that requires a soul. The immortal soul of a being cannot be destroyed unless done so willfully by the drawer, and does not have HP. The immortal soul is loyal only to the drawer.
  82. -6D Six of Disks - The drawer must sacrifice a limb or summon a creature on their plane of existence significantly higher than that of the party level. This is the drawer's choice.
  83. +5D Five of Disks - A piece of material magical in nature appears before the party in substantial quantity.
  84. -4D Four of Disks - For each of 5 days, an encounter of evil creatures is summoned. The number of creatures is equal to the number of party members.
  85. +3D Three of Disks - A non-player character of the drawer's choosing loses all possessions and become property of the drawer.
  86. -2D Two of Disks - The drawer appears in a coffin buried underground in an unknown location. The drawer must make a successful WILL save to prevent fear; a successful FORT to breathe evenly, a successful STR check to break through, a successful RFLX to avoid being by falling debris, and a successful Climb check to climb out. The drawer has only 3 chances to succeed each.
  87. +AD Ace of Disks - The drawer gains extravagant riches.
  88.  
  89. -KW King of Wands - The drawer is now the primary enemy of a once allied king.
  90. +QW Queen of Wands - Every non-player companion of the drawer gains a level. This happens after combat has ended.
  91. -JW Knight of Wands - The sky turns dark immediately. Monsters become more aggressive during this magical night gaining a +1 circumstance bonus to all attacks, saves, and damage rolls.
  92. +NW Knave of Wands - A significant sum of currency is invested in venture of the drawer's choosing. Only its worth in investment can be retrieved, and the business knows the name of the sole investor.
  93. -0W Ten of Wands - All items in the drawer's possession for 1 week become 4 times heavier than they would normally.
  94. +9W Nine of Wands - Gain experience equal to 1000 times your level. This happens after combat has ended.
  95. -8W Eight of Wands - A structure in possession of your party is immediately destroyed beyond repair, preferably in possession of the drawer.
  96. +7W Seven of Wands - Each player in the party gains a wand at random.
  97. -6W Six of Wands - The drawer if found by royal troops they will be immediately bound into slavery of their king.
  98. +5W Five of Wands - The drawer gains 20 Potions of Mythic Cure Serious Wounds - 6d8+2nCL
  99. -4W Four of Wands - The drawer is forced to draw 2 additional cards.
  100. +3W Three of Wands - The drawer may expel their next attacker to any alternate plane of existence.
  101. -2W Two of Wands - The drawer summons a dimensional door to a random plane of existence. This door cannot be closed except by wishes or by the summoning of another dimensional door.
  102. +AW Ace of Wands - The drawer gains a significant intelligent magical item or companion. The drawer may choose which.
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