Roll d20 | Card | Effect |
01 | Withered Hand | The character ages to a point only minutes away from death and must make a successful system shock roll every turn to avoid dying of old age, until anti-aging can be applied. |
02 | Black Sword | Character gains one level. |
03 | Djinni | Character gains one wish (that is to be used within a single day/24h). |
04 | Skull | The character’s head is deformed permanently in a suitable manner, resulting in a permanent bonus of +5 on the character’s intelligence score (up to an intelligence of 21). |
05 | Druid | Character gains the enmity of nature. At least once every two months, a natural disaster (DM’s choice) affects the character and everything within a 10-mile radius of him. |
06 | Hand of Youth | The natural life span of the character increases by 1d10 x 100 years. |
07 | Ice Sword | Ice spell-like abilities (1/day) or +1d6 weapon damage for metal weapon (1/day), both 3/day at 10th-level. |
08 | Ogre | Character’s strength increases to 1800; intelligence drops by 7 points to a minimum of 5. |
09 | Gauntlet | Characters offhand and forearm grow a layer of slimy fungus, which returns in 1d12 hours if removed. The characters touch upon earth or any other fertile surface causes a 1’-diameter ring of mushrooms to grow within a time span of 1 turn. |
10 | Sea | The character gains the enmity of the sea. Every time the character journeys on a large body of water, roll 1d4 to determine which creatures of the deep attack: 1: 2d10 sahuagin, 2: 2d4 giant sharks, 3: 2 sirens, 4: one giant squid (note that this can be scaled in terms of levels by the DM). |
11 | Hammer | The character inflicts +5 extra damage with fist attacks. |
12 | Magma | The character sinks into earth over the course of four rounds. The tunnel so created closes up 10 rounds after descent begins, expelling any other being within it to the surface and inflicting 1d6 points of damage in the process. The drawer of the card reaches magma at the beginning of the 5th-round, unless a dispel magic (vs. level 20) negates the effect before that time. Immersion into magma will result in 20d6 damage/round and no breathing. |
13 | Vampire | The character loses 2 levels, as if drained by a vampire. |
14 | Giant Crab | The character grows 30% larger (or 60 cm if smaller than 2 m) and gains 3 points of strength and 30% more HP (permanently). He loses 2 points of dexterity, which can be regained at a rate of 1 point/month. Items of the character do not grow in size unless magical. |
15 | Trident | Character gets the at will abilities to breathe water and to swim at Movement Rate 15. Can also use friend spell on natural submarine creature @12th-level. |
16 | Crow | The character grows a pair of black feathered wings that bestow the benefits of a cloak of flying. The wings are permanent additions to the characters body. |
17 | Princess | Character gets +4 on charisma up to a score of charisma 20. |
18 | Key | Gain treasure map and one class suiting magical item (DM's choice). |
19 | Moon | Character is granted 1d4 wishes. |
20 | Star | The character immediately gains a permanent bonus of 2 points to each prime requisite requirement of his current class. |