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Illusionary Cards

At a glance

Item type
Artifact
Restrictions
Requires Spellcasting Trait

Effect

Once per Long Rest make a Spellcast Roll (14). On a success, draw a random card from the deck and throw it up to Far range. Upon impact, an illusion appears based on the drawn card and lasts until the end of the scene. Any adversary within Far range of the impact must make a Reaction Roll (15). On a failure, they are fooled by the illusion. The GM may spend 1 Fear to end the illusion for a specific adversary. | Playing Card | Illusion | | Ace of hearts | Red dragon | | King of hearts | Knight and four guards | | Queen of hearts | Succubus or incubus | | Jack of hearts | Druid | | Ten of hearts | Cloud giant | | Nine of hearts | Ettin | | Eight of hearts | Bugbear | | Two of hearts | Goblin | | Ace of diamonds | Beholder | | King of diamonds | Archmage and mage apprentice | | Queen of diamonds | Night hag | | Jack of diamonds | Assassin | | Ten of diamonds | Fire giant | | Nine of diamonds | Ogre mage | | Eight of diamonds | Gnoll | | Two of diamonds | Kobold | | Ace of spades | Lich | | King of spades | Priest and two acolytes | | Queen of spades | Medusa | | Jack of spades | Veteran | | Ten of spades | Frost giant | | Nine of spades | Troll | | Eight of spades | Hobgoblin | | Two of spades | Goblin | | Ace of clubs | Iron golem | | King of clubs | Bandit captain and three bandits | | Queen of clubs | Erinyes | | Jack of clubs | Berserker | | Ten of clubs | Hill giant | | Nine of clubs | Ogre | | Eight of clubs | Orc | | Two of clubs | Kobold | | Jokers (2) | You (the deck's owner) |

About this item

A small pouch filled with an ordinary-looking deck of playing cards. However, no matter how hard you try, you can only ever draw a single card at a time.

Illusionary Cards

Item

A small pouch filled with an ordinary-looking deck of playing cards. However, no matter how hard you try, you can only ever draw a single card at a time.

Feature

Once per Long Rest make a Spellcast Roll (14). On a success, draw a random card from the deck and throw it up to Far range. Upon impact, an illusion appears based on the drawn card and lasts until the end of the scene. Any adversary within Far range of the impact must make a Reaction Roll (15). On a failure, they are fooled by the illusion. The GM may spend 1 Fear to end the illusion for a specific adversary. | Playing Card | Illusion | | Ace of hearts | Red dragon | | King of hearts | Knight and four guards | | Queen of hearts | Succubus or incubus | | Jack of hearts | Druid | | Ten of hearts | Cloud giant | | Nine of hearts | Ettin | | Eight of hearts | Bugbear | | Two of hearts | Goblin | | Ace of diamonds | Beholder | | King of diamonds | Archmage and mage apprentice | | Queen of diamonds | Night hag | | Jack of diamonds | Assassin | | Ten of diamonds | Fire giant | | Nine of diamonds | Ogre mage | | Eight of diamonds | Gnoll | | Two of diamonds | Kobold | | Ace of spades | Lich | | King of spades | Priest and two acolytes | | Queen of spades | Medusa | | Jack of spades | Veteran | | Ten of spades | Frost giant | | Nine of spades | Troll | | Eight of spades | Hobgoblin | | Two of spades | Goblin | | Ace of clubs | Iron golem | | King of clubs | Bandit captain and three bandits | | Queen of clubs | Erinyes | | Jack of clubs | Berserker | | Ten of clubs | Hill giant | | Nine of clubs | Ogre | | Eight of clubs | Orc | | Two of clubs | Kobold | | Jokers (2) | You (the deck's owner) |

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