Dafaum-Luvaeg's Tarot Item in Rey'pelulent Unrebooted | World Anvil
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Dafaum-Luvaeg's Tarot

Ethan, Elena
Also known as Dafaum-Luvaeg's tarot, the deck of many things is a deck of cards to which the laws of the universe do not completely apply. Any card drawn from the deck causes a certain effect to transpire. The deck is a full tarot deck with one extra card. This card is the one which explains the rules. The only problem is that it must be drawn.  

The Cards

 
  • 00 Instructional Card: This card has the base rules of the deck blazoned upon it. It will answer any further questions (by the card holder), spoken or unspoken, concerning the deck
  • 0 The Fool: The person who drew the card loses all sense of self preservation. They will stop at nothing to wring all joy out of life.
  • 1 The Magician: A fiendish servant who is empathically linked with the drawer appears and begins to act upon the innermost desires of the drawer
  • 2 The High Priestess: The drawer becomes addicted to sleep and the dreams which can be had. All dreams the character has from the drawing of the card henceforth have the chance to manifest in non-subtle ways. If the dreamer seeks to alter this they are sent on a quest to the point where the Sea meets the wilderness.
  • 3 The Empress: All items treasured by the drawer "bloom." (wealth multiplies immensely, any feelings for others are reciprocated, treasured keepsakes become as they were when they were received) All life flourishes in the areas surrounding the drawer for all time. This life is brought about by a leaking of powerful magic from the core of the drawer. This magic slowly drains the drawer of life energy.
  • 4 The Emperor: The justice the drawer seeks most is doled out by mysterious means.
  • 5 The Hierophant: All past negative social interactions relating to the drawer are erased from memory and record.
  • 6 The Lovers: All thoughts of the drawer are known/heard by the person who is the object of the drawer's affection. His/her thoughts are known to the drawer as well.
  • 7 The Chariot: The drawer is flung through their own life in a moment. They stop at the point where they have made their ultimate achievement as assessed by the drawer at the time the card is drawn. By this card the lazy perish and the determined remain comparatively young.
  • 8 Strength: The drawer gains the strength to surpass the next 1d8 challenges with ease.
  • 9 The Hermit: The player makes a wisdom or constitution saving throw with a dc of 20+1d9. On a failure the drawer experiences the following events whilst in a coma and on a success experiences said events in the duration of a fainting spell. The drawer goes on a trek of self discovery through their mindscape.
  • 10 Wheel of Fortune: All ill gotten goods which relate to the drawer are returned to their rightful owners. The season moves forward to the next with no warning. (making that season potentially twice as long)
  • 11 Justice: When the card is drawn all humanoids in an 11 foot radius have their minds swapped. The swap is not random, for the purpose of the effect is to create clarity of view in order to maintain/generate fairness within the men and women caught in the radius of the effect.
  • 12 The Hanged Man: The ghosts of the past return to exact revenge upon the drawer
  • 13 Death: Mumg (or an aspect of Mumg) is summoned to the drawer. Any person who dares to interfere with the fight is faced by their own personal aspect of Mumg.
  • 14 Temperance: The wildest traits of the drawer are curbed.
  • 15 The Devil: The drawer regresses to a primal state and is controlled largely by his/her id. Any addictions or manias the drawer may have had become more pronounced/destructive.
  • 16 The Tower: All becomes clear to the drawer. The stark reality is revealed. The drawer also gains truesight. (and likely madness)
  • 17 The Star: The drawer becomes praeternaturally lucky and pragmatic/stoic/calm.
  • 18 The Moon: The drawer becomes deathly selenophobic. The moon haunts even their dreams. There is no escape from that accursed celestial body.
  • 19 The Sun: When this card is drawn it grants fortune to the greatest endeavor the drawer was attempting to undertake at the time of drawing.
  • 20 Judgement: The drawer is turned to a child through a rather painful process. If the drawer resists the transformation greatly the character is drawn into the earth and turned to a foetus. (this child is contained in a giger-esque egg/womb until its birth in 1d20 days) This child will retain the personality of the drawer but will reflect the soul of the drawer in its fae-esque form. The rebirthed drawer will grow into a capable child in 1d20 days. Over the course of the next year the drawer will grow to the age of the time of the initial drawing of the card.
  • 21 The World: The drawer gains the ability to briefly stop time. If the user meditates or feels great zeal for life, the world around them, etc whilst in suspended time, time remains frozen for the world around them until a couple seconds after the drawer exits the state.
Item type
Unique Artifact

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