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The Deck of Past and Future possibilities is open game content as defined by the Open Gaming License.

The Deck of Past & Future Possibilities

Use a standard 52-card playing card deck, including jokers. The deck follows the same rules as a deck of many things.

Caster Level: 20th; Weight: .
 
 

Spades
Ace Death Undead gain a +2 to attacks, saves, and checks against you.
2 Time You are immune to slow spells, plus immunity to aging and age effects as if you were a 15th-level druid.
3 Slaughter Critical threats against you are automatically confirmed.
4 Fate You gain the granted power of the Luck domain. If you already have that ability, you can use it one more time per day.
5 Pestilence You are afflicted with demon fever, and magical attempts to cure it must succeed at a caster level check (DC 31).
6 War You are immune to fear, gain a +2 inherent bonus to Constitution, and a +1 competence bonus to attacks with one melee weapon of your choice.
7 Famine You must eat a meal every hour or face starvation checks each hour.
8 Nature You may speak with plants(Sp) at will and use control plant (Sp) once per day.
9 Evil You must fight a demon; it has exactly your abilities except it is an outsider (chaotic, evil) with SR 11+character level and DR 10/+2. Anyone who helps you must fight their own demon.
10 Tactician When you attack a creature in melee that is already flanked by your allies, you attack it as if you were flanking it as well. You gain a +2 resistance bonus to all saves against enchantments.
Jack Chaos All of your magic items are immediately drained of all power. You gain a touch attack that functions as a rod of cancellation, but each time you use it you deal yourself 1d6 points of temporary Constitution damage.
Queen Life You gain a +2 inherent bonus to Constitution. The next time you die, you are immediately subject to a true resurrection spell.
King Peace By concentrating, you may radiate a 30 ft. emanation of ca/m emotions and emotion: friendship.

 
 
Diamonds
King Darkness You gain 120 ft. darkvision but gain the light blindness special quality as if you were a drow. You may overcome this light sensitivity by acquiring the Daylight Adaptation feat (it has no prerequisites); gaining the feat does not make you lose your darkvision.
Queen Ghost You suffer 2 points of permanent Constitution drain and are -2 to attacks, saves, and checks against incorporeal undead (including ghosts).
Jack Earth You are protected as if under the effects of a feather fall spell at all times. You gain the ability to speak, read, and understand Terran.
10 Pain You are plagued with constant pains, giving you a -2 penalty to Dexterity and a 20% spell failure chance.
9 Air You may become invisible at will. You gain the ability to speak, read, and understand Auran.
8 Prison Body functions, but soul is trapped elsewhere (as The Void card from the Deck of Many Things).
7 Fire You gain fire resistance 30. You gain the ability to speak, read, and understand Ignan.
6 Scar The next three successful attacks against you cause terrible scarring, resulting in the permanent reduction of your Charisma by 6 points. One wish restores one point of Charisma, one miracle restores two, otherwise the scarring cannot be repaired.
5 Water You may water walk at will. You gain the ability to speak, read, and understand Aquan.
4 Coward You have a -4 penalty to saving throws against fear effects (a paladin loses her immunity to fear). At the start of any combat you must succeed at a DC 15 Will save or be shaken for the duration of the combat (your -4 penalty applies to this roll).
3 Light You gain the ability to create light (Sp) at will. You may turn undead once per day as a cleric of your class level (if you can already turn undead, you gain one additional turn attempt per day).
2 Burn You take double damage from fire. Any time you see a fire of bonfire size or larger you must succeed at a DC 15 Will saving throw or be shaken as long as you can see that fire or for 1 minute, whichever is longer.
Ace Aura You may detect evil as a paladin. You can use true seeing (Sp) once per day as a cleric of your level.

 
 
Clubs
Ace Decay You lose 2 points of Constitution. Once per week you must make a DC 10 Constitution check or acquire a random nonmagical disease from those listed in the DMG.
2 Touch You gain a +10 competence bonus to Search checks. By making a successful touch attack against a creature, you can attune yourself to them, gaining a +2 competence bonus to attack rolls against them for 24 hours.
3 Drought You must drink a waterskin of liquid every hour or face thirst checks each hour.
4 Taste You can safely detect poison (Sp) by tasting the item in question and gain a +10 bonus to Alchemy checks to identify potions (by taste, can be done untrained, not requiring spending gp).
5 Bleed All of your wounds bleed excessively. Any weapon used against you causes you to bleed as if it were a sword of wounding.
6 Soul You are protected by a death ward at all times.
7 Retch You suffer a -2 penalty to saving throws against poison and disease and 2 points of Constitution drain.
8 Sight You gain a +10 competence bonus to Spot checks and a +4 competence bonus to disbelieve illusions.
9 Hackles All animals and beasts have the "unfriendly" attitude against you. You have a -4 penalty to Animal Empathy and Handle Animal checks, or to Charisma-based checks made against characters with either of those skills.
10 Sound You gain a +10 competence bonus to Listen checks, a +5 competence bonus to Sense Motive checks, and a +5 competence bonus to Innuendo checks to understand a transmitted message.
Jack Failure You suffer a -4 penalty to attacks, saves, and checks.
Queen Scent You gain the Scent ability with a range of 30 feet.
King Loss You go blind, deaf, and lose the ability to speak. A heal spell will restore your ability to speak.

 
 
Hearts
King Scroll If you are a spellcaster, you gain the ability to cast a spell (as a spell-like ability) once per day of a spell level equal to the highest-level spell you can cast. If you are not a spellcaster, the spell is from a random spellcasting class' spell list and is of a spell level equal to one-half your highest class level. In either case,  the spell cannot have an expensive material component or XP cost. This spell is chosen randomly when this ability is acquired and never changes.
Queen Hate You suffer a -4 to all Charisma-based checks, and all new people you meet dislike you as if under the effects of emotion: hate.
Jack Blood You heal 1 point of damage per hour and are protected as if carrying a periapt of wound closure.
10 Break Any creature that attacks you gains the benefits of the Sunder feat. Furthermore, your items are subject to damage whenever you fail a saving throw against a damaging spell, instead of only when you roll a 1 on your saving throw (see Items Suffering a Saving Throw, Player's Handbook page 150).
9 Song You gain a +4 bonus to saving throws against sonic effects. If you are a bard, you gain one more use of bardic music each day. If you are not a bard, you gain the ability to inspire courage as a bard of your character level once per day. 
8 Tread You become extremely bowlegged and gain a limp. Your movement is reduced by half and you suffer 2 points of Dexterity drain.
7 Color You gain a +2 inherent bonus to Wisdom and a +4 resistance bonus to all mind-affecting attacks.
6 Deluge You suffer 2 points of Constitution drain and a -10 penalty to all Swim checks. Upon seeing any body of water that could hold your entire body ou must succeed at a DC 15 Will save or be shaken for as long as you can see the water.
5 Thought You gain a +2 inherent bonus to Intelligence. Resting to prepare spells only takes you 4 hours instead of 8.
4 Thirst You develop an unnatural thirst for the blood of creatures of your own type (for example, ahuman would crave human blood). You must drink a flask of blood of this type each day or be unable to heal naturally that day. Any day that you do not drink blood in this manner causes you to permanently lose 1 hit point.
3 Proof You may concentrate to form a zone of truth at will.
2 Numb You are immune to stunning and pain effects. You suffer a -5 circumstance penalty to checks involving the sense of touch.
Ace Star You are immune to fire. At will by concentrating you may shine as if you were the source of a daylight spell.

 
 
Non-Suit Cards
Red Joker Absorption Gains 10,000 XP or two more draws from the deck.
Black Joker Desorption Lose 10,000 XP and you must draw again.