
The character must know exactly where he wishes to travel, such as a place he has been or a location on a map, but not a vague or hidden location, like the richest dungeon in the world or the Lost City of Ird. This card grants the character the one-time ability to travel to any location on the same plane instantly, bringing with him up to 10 allies and 2,000 pounds of goods. Inverted: You are banished to a personal demiplane prison until you can find a way out or are rescued. The character gains a personal demiplane, as per a permanent create demiplane spell. Inverse: The character becomes immune to a disease of the DM's choice. While the disease cannot be cured by any effect short of a miracle or wish spell, the effects of the affliction can be negated through the use of spells like restoration. The character becomes afflicted with incurable leprosy (or another disease of the GM’s choice). This outsider must be of a CR equal to or less than the character’s level and serves for a number of rounds equal to the character’s level. This card grants the character the ability to summon an outsider of hisĪlignment once per day. Inverse: The character loses the ability to cast a single evocation cantrip of the DM's choice. The character gains the ability to cast a single evocation cantrip of the DM's choice. Inverse: This card has the same effects inverted. The character becomes immune to one energy type of his choice, but gains vulnerability to another energy type of the GM’s choice. Inverted: Take a -2 penalty to natural armor but gain a +2 to Dexterity. He gains a permanent +2 bonus to his natural armor, but takes a –2 penalty to Dexterity.
#Ravenloft tarokka deck monk skin#
The character’s skin hardens, becoming rigid and pebbled. Inverse: One of the character's friends is now their enemy. This enemy has a complete change of heart and now favors the character.

The GM chooses one of the character’s enemies. Inverted: The character is forced to answer a single question truthfully, at some point of the GM's choosing. The character may use this card’s effect whenever he wishes, but only once. If the creature is truly ignorant, it informs the character that it doesn’t know the answer and this effect is wasted. The card does not grant the character or creature questioned any special insight, so a creature might still answer a question falsely if it believes the falsehood. This card grants the character the one-time ability to force another creature to answer a single question truthfully. If the deck is not entirely destroyed, destroyed cards reappear at a rate of 1 per hour. If this process is repeated until no cards are remaining, the deck is destroyed. If it is somehow pursued and damaged again within 1 minute, another card is destroyed and the deck teleports again. If the deck is damaged- regardless of how much damage it takes- one card is destroyed, and the deck randomly teleports somewhere else on the plane. The Tarokka Deck of Many Things possesses a strange sort of self-preservation. If the player uses the foresight spell, they can choose which card they want in the spread and can flip the middle card for free.

The subject of the reading can spend inspiration to reverse the positioning of the card, and thus the outcome. We don't have the inverse for every card yet. The positioning of the card does impact the effect on the card the inverted version does the opposite of sorts. Since these are set up as a "reading," the center card on a three-card spread is the subject of the reading's reward. The Tarokka Deck of Many Things is much more powerful than a standard Deck of Many Things.
