SIGNING IN

Beschrijving

To consult the deck as an oracle, choose a problem, situation, or question in your life that you want to consider more deeply.

Shuffle both the Overworld and Underworld cards together and draw a card. Examine the imagery. How does it make you feel? Are there any symbols that resonate with you or your question?

You can look up the suggested themes, keywords, and interpretations in this book for each card or follow your own intuition for what the card means to you. Consider how what the card shows you might apply to the situation for which you are seeking clarity.

Beyond this simple way of using the cards to help you connect with your intuition, there are three other ways to use the colorful Overworld and monochrome Underworld to seek deeper meanings.

Kaartenlijst

Balance
Balance

Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. Found only in decks of twenty-two or forty-four cards.

Comet
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. Found only in decks of twenty-two cards or forty-four cards.

Death
Death

This is the representation of an avatar of death, a creature summoned by the Skull card. If you are using this deck as a deck of many things, remove the Death card first. (See page 12 for the avatar of death stat block.)

Donjon
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. Found only in decks of twenty-two cards or forty-four cards.

Euryale
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.

Fates
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. Found only in decks of twenty-two cards or forty-four cards.

Flames
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
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. Found only in decks of twenty-two cards or forty-four cards.

Gem
Gem

Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

Idiot
Idiot

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

Jester
Jester

You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

Key
Key

A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

Knight
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.

Moon
Moon

You are granted the ability to cast the wish spell 1d3 times.

Rogue
Rogue

A nonplayer character 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
Ruin

All forms of wealth 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 card also disappears.

Skull
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 the GM'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, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

Star
Star

Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.

Sun
Sun

You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.

Talons
Talons

Every magic item you wear or carry disinte-grates. Artifacts in your possession aren't destroyed but do vanish. Found only in decks of twenty-two cards or forty-four cards.

Throne
Throne

You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that 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.

Vizier
Vizier

At any time you choose within one year of the drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. 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. Found only in decks of twenty-two cards or forty-four cards.

Void
Void

This card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM'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.

Balance
Balance

Your mind suffers a wrenching alteration, causing one of your personality traits to invert. Bold becomes meek, polite becomes rude, and suchlike. You choose which trait is altered. Found only in decks of twenty-two cards or forty-four cards.

Comet
Comet

From the moment you draw this card, you can't regain hit points or restore hit points to others. This effect only ends when you defeat a hostile monster or group of monsters with the help of your allies. You and each person who contributed to your victory gains one level. Found only in decks of twenty-two cards or forty-four cards.

Donjon
Donjon

You are thrown to another point in time chosen by the GM. You appear at a time and place determined by the GM. Everything you are wearing and carrying travels with you. All attempts to locate or contact you with divination magic fail, but a wish spell can reveal your location. You draw no more cards. Found only in decks of twenty-two cards or forty-four cards.

Euryale
Euryale

You permanently gain the ability to cast the globe of invulnerability spell at will. You can choose any of your abilities as your spellcasting ability for the spell and you are not required to maintain concentration on it.

Fates
Fates

You see the threads of futures that could be and spin them to your liking, allowing you to decide the outcome of an event that happens in the future. You can use the card's magic as soon as you draw the card or at any other time before you die. Found only in decks of twenty-two cards or forty-four cards.

Flames
Flames

A powerful celestial becomes your enemy. The celestial is power-hungry and vain and considers itself a god in its own right. The celestial torments you to prove its divinity, toying with your fate until it tires of you and destroys you. This enmity lasts until either you or the celestial dies, or you can convince them to stop.

Fool
Fool

You lose proficiency in a skill of your choice, discard this card, and draw from the deck again, counting both draws as one of your declared draws.

Gem
Gem

Five different magic items of your choice appear at your feet. Each item can be of very rare or lower rarity.

Idiot
Idiot

The next time you roll a 1 on an ability check, attack roll, or saving throw, this card grants you a gift: once, at any time before you die, you can treat any ability check, attack roll, or saving throw as a 20. This can be a roll made by yourself, an ally, or a foe. You can make this decision after seeing the result of the roll. Found only in decks of twenty-two cards or forty-four cards.

Jester
Jester

You gain one 1st-level feature from any other class you choose, or you can draw two additional cards beyond your declared draws. This does not cause you to gain a level and you are not required to meet any multiclassing requirements.

Key
Key

A key appears in your hands. You declare what it unlocks—it may be the key to a vault, a sealed library, a secret box, or similar. The key works only once on the single lock you specify. Once you have used the key, it crumbles to dust.

Knight
Knight

A commoner appears in a space you choose within 30 feet of you. The peasant is of the same race as you and is controlled by the GM. They beg for your help with a problem in their community. If you help them solve the problem, you earn the community's support and loyalty.

Moon
Moon

You are granted the ability to cast the foresight spell 1d4 + 2 times.

Rogue
Rogue

A duplicate of you is created in this world. They share your memories and experiences up to the point of you drawing this card. They want to destroy you and take your place. Nothing less than a wish spell or divine intervention can end the duplicate's hostility toward you. The GM controls this duplicate.

Ruin
Ruin

You lose all your memories of events that have occurred up until you drew this card. You retain your personality and statistics, but you do not recall your companions, NPCs, or any details of your life. Any documentation that proves you existed also vanishes.

Skull
Skull

You summon an avatar of death. It appears adjacent to you and demands a great sacrifice. You choose the sacrifice and it must come from you alone. It could be blood, a memory, a treasured item, or similar. If satisfied, the avatar grants you the effects of the protection from evil and good spell permanently. If unsatisfied, it claims your soul and drags it to the land of the dead. Only divine intervention or a creature entering the land of the dead to retrieve your soul can restore you to life.

Star
Star

Choose two skills you are proficient in. Your proficiency bonus is doubled for any ability check you make with these skills.

Sun
Sun

Your Intelligence or Wisdom score increases by 2. The score can exceed 20 but can't exceed 24. You also learn a secret that has a great impact on yourself or your world.

Talons
Talons

A legendary magic item of the GM's choice appears in your possession. It belongs to a powerful NPC who knows you have their item and wants it back. Found only in decks of twenty-two cards or forty-four cards.

Throne
Throne

You gain rightful leadership of an organization somewhere in the world. However, the organization's members are currently imprisoned by monsters, which you must clear out before you can claim the leadership of the organization. In addition, you gain proficiency in a skill relevant to the organization, and you double your proficiency bonus on checks made with it. The GM determines the skill.

Vizier
Vizier

At a time chosen by the GM within one year of drawing this card, an NPC approaches you and asks you to make an important decision. The decision is a significant and influential choice that has a great impact on the world and its people. This card grants you the power to enact your decision exactly as you want. Found only in decks of twenty-two cards or forty-four cards.

Void
Void

A soul contained in an object of the GM's choosing appears in front of you and the location of the soul's body is unknown to you. You must guard this soul by carrying the object on your person and preventing anyone else from taking the object. If you are separated from the object, your own soul is drawn from your body and contained in a similar object. If you reunite the soul with its body or a suitable alternative, you are freed from this burden.

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