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Deck of Illusions

Deck of Illusions

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Published by Will Doyle

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Published by: Will Doyle on Oct 10, 2011
Copyright:Attribution Non-commercial

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03/05/2014

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In the dying of the light, once-mighty kingdoms vie forsupremacy through subterfuge and propaganda, clamoring tocarve their place in a world won by lies. History is written bythe ruthless, and civilization driven by gears of deception.For those with guile, wealth and power are often just a hand-wave away.In this age, tricksters tell of a mythical artifact that makesspymasters out of simple men, and sorcerers from fools.Surfacing erratically throughout the centuries, this magicaldeck of cards conjures phantasms that bewitch, seduce anddeceive. Those who master its mysteries must surely profit greatly, yet their existence is as mystifying as the cards
themselves. It’s almost 
 
as if the deck’s previous owners have
become smoke, blown away to some lost corner of history
 
This article provides DM’s with complete details of the
Deck of Illusions: a Heroic-tier artifact for 4th EditionD&D.
 
 
2
 
Deck of Illusions
Heroic Tier
This faded leather card case is locked by a silver seal embossed with a strange sun and moon motif.
Artifact:
Implement (Tome)
Enhancement Bonus:
+3 to attack rolls and damagerolls
Critical:
The target takes ongoing 10 psychic damageand is dazed (save ends both).
Utility Power
(Illusion, Aura)
 
At-Will
(StandardAction)
 
Effect:
You activate an Aura 5 that lasts until the endof your next turn, or until dismissed as a freeaction. Within this aura you create the illusion of a Medium or smaller sized creature or object. Theillusion appears real to all senses, and can evenbe made to talk in any language you know. As afree action, the illusion can be made to move toany square within the aura, or behave in anymanner the caster chooses. Make a Bluff checkwhen the illusion is created. Creatures thatinteract with or actively study the illusion areentitled to an Insight check opposed by the resultof this Bluff check to recognize it as an illusion. Acreature that touches or attacks the illusionrecognizes it automatically.
Sustain Standard:
You sustain the effect until theend of your next turn, or until dismissed as a freeaction.
Utility Power
(Illusion)
 
Encounter
(StandardAction)
 
Effect:
You draw a power card from the hidden deck,and resolve its effect immediately. Discard thecard after use.
G
OALS OF THE
D
ECK OF 
LLUSIONS 
 
 
Overcome its owner’s enemies through
trickery and illusion.
 
Encourage its owner to carry out acts of deception for personal gain.
 
Prepare its owner for the coming of theMaster.
R
OLEPLAYING THE
D
ECK OF 
LLUSIONS 
 
The
deck’s magi
c remains shrouded until it chooses to reveal itself, appearing until thenas nothing more than a curious set of cards. Inthe hands of a suitable owner, the moon andsun emboss
ed on the deck’s
seal suddenlyspring to life and call out.
Illusio Minor 
is the sun; a creature wrackedby gloom and despair. Mostly introverted, shespeaks only to deliver cryptic warnings about 
the approach of the “Master”.
Illusio Minor 
controls the
deck’s
four suits - swords, cups,moons, and suns
and can enchant them at any time. By playing a puzzling variant of solitaire, the
deck’s owner can
conjure uppowerful illusions of their own devising(utilizing
the deck’s at 
-will utility power).
Phantasma Major 
is the moon, and isblessed with great mirth and cunning. Heoften chirps up to egg his owner into greater
 
 
3
 acts of deception, or to scold them for missedopportunities. When a secret word iswhispered,
Phantasma Major 
replaces
IllusioMinor 
’s
cards with a single deck of 22 hiddenpower cards. If they dare draw from these, the
deck’s owner can summon the most power
fulillusions of all
but risks being destroyed inthe process!
Concordance
The
Deck of Illusions
begins with all hiddenpower cards present, except for the
Master 
.Once ten power cards have been drawn, addthe
Master 
card to the remaining deck andthen shuffle. When the
Master 
is drawn, refer
to the “Moving On” section, below.
DECK OF ILLUSIONS CONCORDANCE
 
Starting score 5
The deck’s o
wner draws a power card during acombat encounter
+1
 
The deck’s o
wner fails to draw a power cardduring a combat encounter
 -2
The deck’s owner deceives somebody for
personal gain using the at-will utility power of the deck (1/day)
+1
 
The deck’s o
wner worships Sehanine
+2
Pleased (16-20+)
“The Master shall not 
 find you wanting, my  good 
 friend.” 
The deck has found an owner to rival thegreatest of its past. Its enhancement bonus
increases to +4, and the deck’
s owner gainsimmunity to powers with the Illusionkeyword
. In addition, the deck’s at 
-will utilitypower gains the following property:
Property
The deck’s at
-will utility power can nowsimultaneously alter the appearance of thelandscape within Aura 10. You may alter yoursurroundings to appear as anything you desire, butthe illusions must conform to the same basic
structure. For example, you couldn’t make walls
appear where there are none, but you could makeexisting walls appear as sheets of flame. If creatureshave reason to suspect sorcery is at work, they areentitled to an Insight check against the result of the
illusion’s initial Bluff check.
Satisfied (12-15)
“Cunning… v 
ery cunning. Let the games
continue!” 
 
The deck’s owner has proven
themselvesworthy of the deck and is rewardedaccordingly, gaining a +2 item bonus to Bluff checks and Insight checks whilst holding the
Deck. In addition, the deck’s at 
-will utilitypower gains the following property:
Property
The deck’s at
-will utility power can now conjure upillusions of Large-sized creatures or objects. Youmay conjure as many illusions of any size as you
please, so long as they don’t leave the Aura.
 
H
ISTORY OF THE
D
ECK OF 
LLUSIONS 
 
The deck’s history is an enigma. Some say
it was a whimsy created by Sehanineherself, who released it into the world forher own amusement. Others say it wasmade by the otherworldly Spellweavers,who use it to deceive and capture magesfor their own inscrutable purposes.
Whatever’s the truth, the deck itself 
refuses to be drawn into speculation. Itspast owners, and the fates that befellthem, are a secret it refuses to share.When the deck is introduced, tryreading the lore associated with each
card. To build up the deck’s mystery,
allow its owner to uncover these detailsthrough research.

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