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2 intermedias

9 mala
10 buenas

1.Balance. One of your ability scores is reduced by 3 and a different one is


increased by 2. You choose which ones are affected.

2.Comet. A personalized magic object. Think of a type of weapon, and a school of


magic. Alternatively, think of an object, and a school of magic. The Dm will
generate an appropiate item based on your thoughts.

3.Donjon. You disappear and appear in the nearest prison jail or dungeon as a
prisoner. Everything you were wearing and carrying stays behind in the space you
occupied when you disappeared.
You have commited a grave crime and reality realigns itself to fit such act. The DM
decides what's your sentence, wich crime you commited and whats the fee to walk out
of jail. You draw no more cards.

4.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
or wish spell can end this curse.

5.The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or
erase one minor event of your life as if it never happened. This effect cannot
affect deities or important historical events.

6.Flames. When you draw this card it explodes on your hand dealing 2d(your class/es
hit die) of pure fire damage (ignoring resistances and immunity) for each level you
have. For example: if you're a lvl 5 mage you receive 10d6 fire damage. if you're a
lvl 4 barbarian you receive 8d12 fire damage, If you are a lvl 3 warlock and a lvl
1 paladin you receive 6d8 plus 2d10 fire damage.
If after receiving this damage you drop to 0 hit points you gain vulnerability to
fire. If you are above 0 hit points after receiving this damage you gain fire
resistence, if you are already resistant to fire you gain fire immunity.

7.The Fool. You forget all your latest training and lose enough xp to drop your
level by 1 and leave you with the exact amount of xp required for that level.

8.Gems. Five pieces of jewelry worth 150 gp each or ten gems worth 75 gp each
appear at your feet.

9.Idiot. Permanently reduce your Intelligence by 1d4 (to a minimum score of 1). You
draw one additional card beyond your declared draws.

10.The Jester. You gain enough XP to gain a level, or you can draw two additional
cards beyond your declared draws.

11.Key. A rare or rarer magic weapon with which you are proficient appears in your
hands. The DM chooses.

12.The Knight. You gain the service of a 4th-level fighter who appears in a space
you choose within 30 feet 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.

13.Moon. You rerroll on this table.

14.The Rogue. A nonasdasdasdasdasdasplayer character of the DM'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.

15.Ruin. Every ssdasdasingle object you own up to this moment is lost. Every
object, property and building vanishes. Any Businesses, and land you own is taken
or lost in a way that alters reality the least. Any documentation that proves you
should own something lost to this card also disappears.
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16.The Skull. You summonasdasd 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
the DM's choice within 10 feet of you and
attacks you, warning all others that you must win the battle alone. The avatar
fights until you die or it drops to 0 hit points, whereupon it disappears. If
anyone tries to help you, an avatar of death is summoned for each helping
creature. A creature slain by an avatar of death can't be restored to life by any
means.

17.The Stars. Increase one of your ability scores by 2. The score can
exceed 20 but can't exceed 24.asdasdas

18.The Sun. You and every member of your group gains 1 level. and a wondrous item
(which the DM determines randomly) appears in your hands.

19.Talons. You develop a strange mutation of your dm's choice. It asdasdacan be a


mutation like Shapeshifting, Lycanthropy, Vampirism or Illithid powers.
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20.The Throne. You gain expertise in the Perasdasdsuasion skill. In addition, you
gain rightful ownership of a small keep somewhere in the world. However, the keep
is currently in the hands of monsters, which you must clear out before you can
claim the keep as yours.
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21.Vizier. You mentally recdasdaseive a truthful ansasdasdaswer to a question you
make. Besides information, the answer helps you solve a puzzling problem or other
dilemma. In other words, the knowledge comes with wisdom on how to apply it.

22.The Void. This black card spells disaster. Your soul is drawn from your body and
contained in an object in a place of the DM's choice. One or more powerful beings
guard the place. While your soul is trapped in this way, your body is
incapacitated. A wish spell can't restore your soul, but the spell reveals the
location of the object that holds it. You draw no more cards.

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