Tarot for use or abuse as Deck of Many Things Number or Title
Experience or Association
Effect on the character
You get 25% less from all regular experience earn, 0
The Fool
but you get 150% exp from surviving any foolish action or manouvre.
I
The Magician
+1 to each Mental Stat
II
The Priestess
Gain the ability to Lay on Hands, using your total level rather than just paladin levels
III
The Empress
Everyone loses trust in you. -5 to animal empathy, bluff, diplomacy, gather information, handle animal, and perform. Gain Schemer feat though.
IV
The Emperor
Gain the Leadership Feat free and the loyalty of 100 soldiers
V
The Hierophant
Gain a feat improving public speaking or preaching.
VI
The Lovers
A dilemma will occur in the near future
VII
The Chariot
Gain an unseen ally that will aid you in the future
VIII
Fortitude
+1 to each Physical Stat
IX
The Hermit
Know the answer to your next dilemma.
X
Cycle of Fate
May choose to roll a die, where even = gain a level, or odd= lose a level, or you must draw again the same amount of cards you drew before drawing this one.
XI
Justice
Correct alignment or allegiance instantly.
XII
the Hanged Man
Your latent sociopathic urges or twisted mind make you see … alternate truths on occasion.
XIII
Death
Defeat dread wraith equivalent or be forever destroyed.
XIV
Temperance
Enmity between you and an outsider from the outer planes.
XV
The Devil
Enmity between you and an outsider from the inner planes.
XVI
Tthe Tower
Immediately lose all wealth and real property.
XVII
The Star
Immediately gain a +2 bonus to one ability score of your choice.
XVIII
The Moon
You go insane yet are granted 1d4 lesser wishes.
XIX
The Sun
You gain a beneficial medium wondrous item and 2,500 XP per character level.
XX
Judgment
You are judged for every action you have made in your life by a meddling deity or force.
XXI
The World
-1 to each stat Staffs
King of Staffs
Educated
+2 permanent bonus to Intelligence
Queen of Staffs
Nature
Gain the services of a 4th level ranger.
Knight of Staffs
Exile
You are required to perform a quest or be forever exiled into oblivion.
Page of Staffs
Unwitting
-2 permanent penalty to Intelligence.
Ace of Staffs
Calamity
A dilemma in the future will have disastrous results.
Two of Staffs
Dominion
Character is possessed by an evil spirit.
Three of Staffs
Separation
Transported randomly from your current location.
Four of Staffs
Throne
Gain a +6 on Diplomacy checks plus a small keep.
Five of Staffs
Strife
You gain an enemy group or faction on the material plane!
Six of Staffs
Prowess
Next dilemma is guaranteed to be successful
Seven of Staffs
Intellectuality
Next dilemma will have embarrassing results
Eight of Staffs
Fluctuation
+2 Permanent bonus to Dexterity
Nine of Staffs
Burdens&Delays
+2 Permanent bonus to Strength
Ten of Staffs
Development
+2 Permanent bonus to Constitution Cups
King of Cups
Knowledge
Gain a +2 competence bonus to all knowledge skills
Queen of Cups
Sensitivity
Gain the services of a 4th level sorcerer
Knight of Cups
Naivety
You will be tricked
Page of Cups
Perfectionist
The following will happen on the next natural 20 or 1 you roll 20 = +1 permanently to the stat revolving around the roll. 1 = -1 permanently to the stat revolving around the roll.
Ace of Cups
Enthusiam
+2 Permanent bonus to Charisma
Two of Cups
Understanding
You have an aura about you that strengthens your spirit. +5 to animal empathy, bluff, diplomacy, disguise, gather information, handle animal, intimidate, and perform.
Three of Cups
Whim
Avoid any situation you choose, once
Disillusion
Character granted 1 miracle, once, at any time the character desires by his or her deity.
Five of Cups
Disappointment
Character loses exactly as much XP as he has gained since last level plus 2. (Example If the PC has 8500 XP, then he loses 2502, which would cause a level loss)
Six of Cups
The Past
You will meet someone from your past
Seven of Cups
Wishful Thinking
Gain 25 pieces of jewelry or 50 gems
Eight of Cups
Indolence
-2 permanent penalty to Dexterity
Nine of Cups
Abundance
You gain XP equal to 1000 x character level and you may draw again.
Ten of Cups
Fear
Lose all nerve permanently. -10 to all fear-based checks.
Four of Cups
Blades
King of Blades
Cruelty
You take on a vindictive nature and every living creature you make contact with must make a Will save (DC 10 + character level) or forever hate you.
Queen of Blades
Loss
You lose XP equal to 2500 x character level. This loss may result in the loss of levels.
Knight of Blades
Knight
Gain services of a 4th level fighter
Page of Blades
Spy
Gain the services of a 4th level rogue
Ace of Blades
Struggle
All XP the character gains from now on reduced by 25%
Two of Blades
Doubt
Defeat the next monster you meet without any other help to gain one level. However, if you lose the battle for any reason,
you lose one level. Three of Blades
Depression
You are thrust into a depression. -5 to Will save.
Four of Blades
Stagnation
You are imprisoned
Five of Blades
Rogue
One of your friends turns against you.
Six of Blades
Spirituality
+2 Permanent bonus to Wisdom.
Seven of Blades
Futility
Your most prized possession will be stolen from you.
Eight of Blades
Enclosure
Body functions, but soul is trapped forever.
Nine of Blades
Slander
-2 permanent penalty to Charisma
Ten of Blades
Anguish
-1 on all saving throws permanently Pentacles
King of Pentacles
Experience
All XP the character gains from now on increased by 25%
Queen of Pentacles
Ruin
All items you possess are sundered/destroyed/stolen.
Knight of Pentacles
Stagnation
You age until you reach venerable age. You gain all of the penalties of aging but you do not gain any of the benefits.
Page of Pentacles
Degeneration
-2 to each Mental stat.
Ace of Pentacles
Spiritual Starvatio n
-2 permanent penalty to Wisdom.
Two of Pentacles
Falsity
No matter what you do you will always make a mistake in some way, be it small as mistaking north from south, or as critical as stabilizing a dying person.
Three of Pentacles
Rewards
Your next encounter will yield twice as much XP as normal to
you.
Four of Pentacles
Greed
Your next encounter will yield half as much XP as normal to you.
Five of Pentacles
Sickness
-2 Permanent penalty to Constitution
Six of Pentacles
Success
Character gains a permanent +1 to all rolls
Seven of Pentacles
Failure
Character suffers a 1 to all rolls permanently
Eight of Pentacles
Training
You gain exactly enough XP to obtain the next level
Nine of Pentacles
Gain
Character Gains a magic item worth approximately 1000GP per level of the character
Ten of Pentacles
Wealth
A Pouch of 1000 x the characters level in platinum coins appears on his side.
Copyright Notice This version is a derivative work by Andre` Michael Pietroschek, based on the web-based alternative definitions under similar file-names or titles. My own edition is, what roleplayers often call or translate as « homebrew ». This work is fully fictional, as it uses the tarot cards for comparably random or whimsical modification of a Dungeons & Dragons or D20 fantasy roleplaying character. •
This version is based on 3.5 D&D and my goal was, to modify it into version independence.
My homebrew or contemplative pseudo-spiritual re-definition for these cards is far from finished, as I plan to rewrite it in a way, which makes all players draw one major arcane as one minor arcane from each symbol-type or element to define all characters a bit more balanced.