Deck of Wondrous Power (Magic Card Deck)

This unusual deck has 52 cards and appears to be standard, large deck. Its creation and powers are complete mysteries. When touched, the deck speaks and announces that its power is available but that it will disappear in 24 hours. It further explains that each member of the group finding it may draw one card, and only one card, during that time. The deck does not speak again. If a second card is drawn by any individual, or if a card is” drawn by someone who is not a member the group that found it, the deck disappears immediately, and the card is lost. The deck of wondrous power disappears 24 hours after making its speech: it disappears earlier if all persons entitled to a draw have either drawn or turned down the chance.
During the game, an ordinary, modern 52 card deck is used. The DM shuffles the deck, and the players may each turn down the offer to draw or take a chance with the deck. To determine the effect, the player cuts the cards and turns over the top card; its effect is then immediately applied to the character. The card is then replaced, and the DM shuffles again before proceeding to the next player.
Red cards give good fortune, but black cards bode ill. The effects cannot be altered, even with a wish, but some bad results can be changed with time. For example, if experience points are lost, the character may regain them by normal means. (Optional rule: Hearts and Spades cause double effects.) The effects of the cards are:
Ace: If red, gain one wish. If black, lose one wish already possessed or the first wish gained thereafter.
King: Gain (red) or lose (black) 50,000 experience points (minimum of 0).
Queen: Gain (red) or lose (black) two points from the character's Prime Requisite score. If score reaches 3 or 18, apply excess points to or against Constitution.
Jack: Gain (red) 50,000 gp in gems or lose (black) either three-fourths of all cash assets owned (counting all coins, gems, and jewelry either carried or stored) or 50,000 gp, whichever is less.
Ten: Gain (red) or lose (black) 10,000 experience points (minimum of 0).
Nine: Gain (red) one beneficial miscellaneous magic item (useful, not cursed) or lose (black) the most valuable magic item owned (checking miscellaneous magic items first even if cursed, then rings, rods, staves, wands, etc.)
Eight: Gain (red) or lose (black) two points of Constitution (maximum of 18, minimum of 3, excess applied to or taken from Strength).
Seven: +1 bonus (red) or -1 penalty (black) to all saving throws.
Six: -1 bonus (red) or +1 penalty (black) to Armor Class because of unalterable skin changes.
Five: Gain (red) or lose (black) two points of Charisma.
Four: +1 bonus (red) or-1 penalty (black) to all hit rolls.
Three: +1 bonus (red) or-1 penalty (black) to all damage rolls.
Two: Movement speed is gained (red) or lost (black) by 3.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Card Decks