Hallow deck

The Hallow deck is a magical deck of cards, not to be confused with the Harrow deck. Non-magical versions are exceedingly rare and possibly nonexistent. Regardless of its magical properties, a Hallow deck is always considered masterwork.
A Hallow deck has seventy-eight cards, each of which corresponds to a real-world tarot card. Drawing a card from a magical Hallow deck will have a magical effect on the character. These effects can be beneficial or harmful, negligible or very dramatic. The cards are listed below.
Tarot Card 	Hallow Card 	Effect
0 The Wanderer/The Fool 	The Daydream 	The character is visited by Ora in a dream the next time they sleep. Ora will show them a vision of a wondrous or beneficial event in their future.
1 The Shaman/The Magician 	The Nightmare 	The character has troubled and disturbing dreams. He must make a DC 20 Fortitude save each night or wake up fatigued. If the character is already fatigued and fails the save, they do not incur any additional penalties. This curse can be removed with a miracle, wish, or lesser wish. 
2 The Seer/The High Priestess 	The Hooded Figure 	The character is visited by the Hooded Figure in a dream the next time they sleep. The Hooded Figure will show them a vision of a ruinous or terrible event in their future. 
3 The Green Woman/The Empress 	En 	Once per day, the character can communicate as per the spell speak with animals and have an animal truthfully answer any single question.
4 The Green Man/The Emperor 	Tropy 	Once per day, the character can communicate as per the spell speak with plants and have a plant truthfully answer any single question. 
5 The Ancestor/The Heirophant 	Forest Teeth 	The character becomes a wendigo.
6 The Forest Lovers/ The Lovers 	Forest Heart 	Character picks one ally. They must defend this ally at all costs, even death. This functions as a geas/quest, with the same penalties and terms for removal. If the ally dies, the character also dies.
7 The Archer/The Chariot 	Avani's Eyes 	Character gains a +4 to Perception.
8 The Stag/Strength 	The Figure's Mistake 	This card grants the character the one-time ability to undo one past choice or regrettable action. The fabric of reality is unraveled and respun, potentially restoring creatures to life or altering the course of history, depending on how the character acted and how he wishes he would have acted. The player chooses what situation he would have acted differently in and the GM determines how reality changes to reflect that act. The change primarily affects the character, affecting others as little as possible. The character remembers the choice or action that was changed, but no one else does. The character may use this card's effect whenever he wishes, but only once.
9 The Hooded Man/The Hermit 	The Figure's Lantern 	The character's body disintegrates. All that remains are his items and a glowing gem containing his soul. This gem is worth an amount of gp equal to 2,500 × the character's level. A resurrection or stronger spell is required to restore the character, and doing so destroys the gem.
10 The Wheel/Wheel of Fortune 	The Circle of Life 	The card is set aside and the GM draws nine additional cards from the deck. These cards are laid face up for the character to view, then flipped over and shuffled by the GM. The player draws one card from the nine, taking that card's effects as normal.
11 The Woodward/Justice 	The Questant 	Upon drawing this card, the character may choose to draw up to three additional cards. In addition to those cards' effects, the character gains +1 to a random ability score for each card he draws.
12 The Mirror/The Hanged Man 	The Mirror 	A mermaid eeriely similar in appearance to the character, but otherwise opposite in all possible ways, rises to importance and develops an adversity to the character. The mermaid has an opposing alignment to the character, and will plague the character's life in some way in the next 1d20 days. If the character is a mermaid, the opposition is instead an elf. 
13 The Journey/Death 	The Figure's Journey 	Upon drawing this card, find all 13 "Figure" cards in the deck: The Hooded Figure, The Figure's Mistake, the Figure's Lantern, the Figure's Journey, Transitional Phrase, The Figure's Promise, The Figure's Puzzle, The Figure's Bounty, The Figure's Fire, The Figure's Burden, Creative Impulse, The Figure's Ecstacy, and The Figure's Pain. Shuffle these individually. The player may then select any number of them to draw and take the effects as normal (minimum one). If the player draws The Figure's Journey again, repeat the effect. 
14 Balance/Temperance 	Balance 	The character gains a +2 bonus to two ability scores of his choice, but must swap them with one another. The effect cannot be used on two ability scores that are the same total.
15 The Guardian/The Devil 	Guardian of Guardians 	The character gains the one-time ability to issue a single command to any creature in the multiverse and have the order obeyed. The target is affected as if by the spell dominate monster, and even orders for the target to kill itself are followed. Any creature targeted by this effect knows that it is acting against its will, and knows the identity and location of the character. Immortal creatures cannot effectively kill themselves, and the act only causes them considerable but fleeting pain. Additionally, creatures with the ability to grant such boons typically also possess the power to revoke them, and do so as soon as the command releases them. The GM ultimately decides what this command can accomplish. The character may use this card's effect whenever he wishes, but may only use it once.
16 The Blasted Oak/The Tower 	Ruin 	A location of importance to the character is immediately destroyed through a natural disaster. If anything lives at this location, there are no survivors. If any items (magical or otherwise) were kept at the location, all are destroyed beyond repair.
17 The Pole Star/The Star 	Night Blanket 	So long as the character can see the night sky, they cannot be lost and know the correct direction to any location they have been to before.
18 The Moon on Water/The Moon 	The Blue Moon 	Character gains 1d4 wishes; moon stage depicts the amount of wishes gained.
19 The Sun of Life/The Sun 	Cleansing Light 	Upon death, the character is resurrected as an astral deva angel. Due to the many responsibilities of astral devas, the character may no longer be capable of pursuing their previous goals.
20 The Great Bear/Judgement 	The Cave 	This card will protect the whole party. In the event of a TPK, a mysterious figure (Ora) will appear and take the unconscious players to a comfortable cave where they can rest and recover. This effect will only happen once.
21 The World Tree/The World 	All of All Things 	The character is granted a single wish. This wish functions similarly to the spell wish when it comes to affecting rules and statistics, but can also change reality in ways outside the bounds of the spell's effects—such as rerouting a river or ending a war. The GM decides what the wish can and cannot accomplish.
Arrows/Swords Suit 	Avani Deck 	
Ace of Arrows/Swords 	The Breath of Life 	 The character's favorite item—preferably a magic weapon—becomes intelligent. Use the rules for intelligent items to randomly generate the item's abilities. If the character has no items, an intelligent item soon falls into the character's possession.
Two of Arrows/Swords 	Blind Justice 	The character receives two visions and the knowledge that one vision is true and the other false, though he does not know which is which. The GM determines the specifics of these visions. The visions may be views of the past, present, or future; cryptic omens; or total fantasies.
Three of Arrows/Swords 	Regret 	The character permanently loses one of his senses—sight, hearing, or speech—becoming blind, deaf, or mute (player's choice). This affliction cannot be cured by any effect short of a miracle or wish spell.
Four of Arrows/Swords 	Deep Sleep 	The character's body continues to function, as though comatose, but her psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards.
Five of Arrows/Swords 	Abjuration 	The character's animal companion, familiar, cohort, or other NPC ally is alienated and forever after hostile. If the character has no such allies, the enmity of some powerful personage, community, or religious order can be substituted. This hatred remains a secret until such a time that it might be most dramatically and perilously revealed. Upon drawing this card, the character knows that someone or something will turn against him, but nothing more.
Six of Arrows/Swords 	Transitional Phrase 	Can add any one thing to the game on the spot as if they were the GM. 
Seven of Arrows/Swords 	Insecurity 	This card grants the character the one-time ability to force another creature to answer a single question truthfully. 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. If the creature is truly ignorant, it informs the character that it doesn't know the answer and this effect is wasted. The character may use this card's effect whenever he wishes, but only once.
Eight of Arrows/Swords 	The Figure's Puzzle 	GM's choice.
Nine of Arrows/Swords 	Dedication 	Player picks an ally. Player and that ally can now communicate telepathically at a range of 10 ft per level.
Ten of Arrows/Swords 	The Figure's Promise 	This card grants the character the one-time ability to scry on any target anywhere for 1 minute. The target, however, is immediately aware that it is being scryed upon by the character. The character may use this card's effect whenever he wishes, but only once. Once used, the card's effect ends.  
Page of Arrows/Swords 	Servant of Clouds 	Character gains a -2 to a chosen ability score and must draw another card.
Knight of Arrows/Swords 	Guardian of Clouds 	Character gains a +2 to a chosen ability score. 
Queen of Arrows/Swords 	Queen of the Sky 	The character gains a pair of feathered wings of the appropriate size. They have a fly speed of 20 ft (average).
King of Arrows/Swords 	Aspect of the Skies 	Character becomes a Strix (Irit via purification). 
Bows/Wands Suit 	Divakara Deck 	
Ace of Bows/Wands 	The Spark of Life 	Character gains a catspeak amulet and a cat follower.
Two of Bows/Wands 	The Decision 	The character must choose between his most valuable item and a major ally of the GM's choice. Whichever is not selected is destroyed or slain and cannot be restored by mortal means. The character is made aware of the ramifications of this choice upon drawing the card.
Three of Bows/Wands 	The Figure's Bounty 	The mysterious entity known as the Hooded Figure appears and offers the character any treasure he wishes in return for years of his life. If the character accepts, he must choose to age a number of age categories. The character takes all the ability score penalties for his new age, but gains none of the benefits. For each age category he advances, however, he gains 20,000 gp worth of credit with the Hooded Figure, which can be spent on any non-unique magic items. Any credit a character does not spend is lost. After the character is done spending his credit, the Hooded Figure vanishes. Years taken by the Hooded Figure cannot be restored by any means. The Hooded Figure does not trade with characters who cannot die of old age. If the character is immortal, the Hooded Figure vanishes, leaving behind another card. If the character declines to bargain with the Hooded Figure, the trader disappears in a puff of acrid yellow smoke.
Four of Bows/Wands 	A Happening 	The GM chooses one of the character's enemies. This enemy has a complete change of heart and now favors the character.
Five of Bows/Wands 	Fields and Mountains 	The character grows one size category, gaining all the benefits and penalties of increased size. His equipment does not increase in size.
Six of Bows/Wands 	Abundance 	Upon drawing this card, 1d6 exact duplicates of the character appear within a 20-mile radius. These duplicates have the alignment opposite to that of the original character and oppose his goals.
Seven of Bows/Wands 	Clearance 	This card grants the character the ability to open any one door, lock, set of bindings, or other locked barrier. This includes magical gates or portals that have specific requirements to activate. The character may use this card's effect whenever he wishes, but only once. Once used, the card's effect ends.
Eight of Bows/Wands 	The Figure's Fire 	Player's choice. 
Nine of Bows/Wands 	Catalyst and Hunter 	A powerful evil outsider takes notice of the character and sets plans in motion to destroy him.
Ten of Bows/Wands 	The Figure's Burden 	This card grants the character the one-time ability to call upon the Hooded Figure (the GM) to fully answer any question or solve any single puzzle. Whether the information revealed can be effectively acted upon is another question entirely. The character may use this card's effect whenever he wishes, but only once.
Page of Bows/Wands 	Servant of Oasis 	Anything the character eats or drinks tastes bland and dry, like sand, but otherwise causes no harm. Actual sand tastes like ambrosia and is extremely addictive to the character, but offers no nutritional value and will make the character sick unless they succeed at a DC 25 Fortitude save.
Knight of Bows/Wands 	Guardian of Oasis 	The character's skin becomes tough and rigid, granting a +2 natural armor bonus to AC. 
Queen of Bows/Wands 	Queen of the Sand 	When the character draws this card, 2d4 giant ants appear to serve the character until they are slain. These creatures eagerly seek to aid and protect the character. They understand the character's verbal commands, though they cannot respond.
King of Bows/Wands 	Aspect of the Sands 	Character becomes a divaharrat.
Stones/Pentacles/Coins Suit 	Medlayla Deck 	
Ace of Stones/Pentacles/Coins 	The Foundation of Life	The character gains a personal demiplane, as per a permanent create demiplane spell.
Two  of Stones/Pentacles/Coins 	Opposition 	The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character automatically advances a level.
Three of Stones/Pentacles/Coins 	Creative Impulse 	Can change any one thing the GM says into something else. This card must be used on the spot. It cannot be used to simply veto what the GM says; the player must specify what happens instead. It can only be used to replace a statement the GM makes, not to create something new. Can only be used once.
Four of Stones/Pentacles/Coins 	Protection 	Upon death, character can choose one ally to send a 20-word message to once per day. The message can be about anything, with the supposition that the character can see all of the experiences of their chosen ally from a bird's eye view.
Five of Stones/Pentacles/Coins 	Quiet Time 	Upon death, the character is cursed to walk the earth as a restless spirit. Their influence on the Material Plane is supremely limited, and spells struggle to overcome the power of the curse. The ghost may interact with the Material Plane once per day, and all spells cast on or about the ghost incur a 80% spell fail chance, regardless of the circumstances of the casting.
Six of Stones/Pentacles/Coins 	Exploitation 	The character's most powerful, most valuable, or favorite magic item (GM's choice) manifests a curse. Roll on Table: Common Item Curses to generate this effect, rerolling results for specific items.
Seven of Stones/Pentacles/Coins 	Nature's Healing 	The next effect that would kill the character instead turns them into an albatross for the next 1d6 days. At the end of this period of time, the character transforms back to their previous form unharmed at full health. 
Eight of Stones/Pentacles/Coins 	Skill and Sap 	The player now incurs meme damage. No other players are effected. 
Nine of Stones/Pentacles/Coins 	Tradition 	All of the character's allies are obligated to put together a gift for the character. This gift could be given in lieu of gratitude, a birthday, or some other celebration as the GM sees fit. 
Ten of Stones/Pentacles/Coins 	Homebound 	The character chooses one location of importance or meaning. The character can teleport to that location once per week as the spell dimension door. If the location is altered in any way, the character incurs any potential damage or spell fail chance when teleporting.
Page of Stones/Pentacles/Coins 	Servant of Moonlight 	Any time the character lies with the true intent to deceive, he turns into a random animal for 1 hour. Lying with the intent to trigger this effect never works.
Knight of Stones/Pentacles/Coins	Guardian of Moonlight 	Character gains a +4 to any chosen save.
Queen of Stones/Pentacles/Coins 	Queen of the Tree 	Character gains the ability to shapeshift once per day, as the druid's shape change. 
King of Stones/Pentacles/Coins 	Aspect of the Trees 	Character becomes a werewolf. 
Vessels/Cups Suit 	Kuldata Deck 	
Ace of Vessels/Cups 	The Waters of Life 	One of the character's mundane possessions becomes a magical item worth 20,000 gp or less. The GM determines which item manifests magical properties and what those properties are.
Two of Vessels/Cups 	Forbidden Unbidden 	A divaharrat develops feelings of deep attraction to the character and proposes marriage. Should the character accept, he must organize a lavish wedding ceremony by the end of the week and ever after be committed to this exotic outsider. If the character declines or breaks his wedding vow, the divaharrat is heartbroken and returns to their people, provoking the ire of the associated tribe. The circumstances of this divaharrat's position and the player's level of control over this card are up to the GM.
Three of Vessels/Cups 	Choice of Chalice 	Upon drawing this card, the character selects one of his allies. Three new cards are then drawn by the GM and made visible (the GM may choose whether or not to explain the cards' effects). The character's ally must choose one of these cards and immediately gains the effects. The character then selects one of the remaining two cards and gains that card's effects. The final card is discarded.
Four of Vessels/Cups 	Boredom 	Character physically becomes the opposite sex.
Five of Vessels/Cups 	The Figure's Ecstacy 	The next time the character is reduced to –10 hit points, he is instantly restored to full hit points. If he is killed by an effect that slays him without dealing hit point damage (such as by disintegrate), the effect fails to kill him and he is restored to full hit points. If he is killed by a hostile environment (such as a lava flow or when teleporting to a dangerous plane), he is transported to his last safe location and restored to full hit points. This card does not save the character from effects that would permanently disable him, like petrification.
Six of Vessels/Cups 	The Destination 	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. 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 transportation ignores all barriers against teleportation or other magical effects. The character may use this card's effect whenever he wishes, but only once.
Seven of Vessels/Cups 	The Figure's Pain 	The character can choose any one event or idea to be wiped entirely from memory. Only they will remember it. This card cannot be used to destroy a person or location. The effects of the event still happened, but only the character remembers the cause.
Eight of Vessels/Cups 	Rebirth 	Upon death, player is resurrected as a zombie or skeleton--player's choice. This is applied as a CR +1 template to the character sheet. 
Nine of Vessels/Cups 	The Old Forge 	The character must choose one weapon or armor in his possession to be reforged into another weapon or armor of equal or lesser gp value. For example, should a character choose to have a +3 longsword (an 18,315 gp value) reforged, he could have it transformed into any one of hundreds of items, like a +1 axiomatic scimitar (also a 18,315 gp value) or a suit of +3 full-plate of silent moves (12,300 gp). Any gp value not spent is lost.
Ten of Vessels/Cups 	Royal Potential 	The character inherits a noble title and 15,000 gp soon after drawing this card. The GM decides the particulars of when and how this occurs.
Page of Vessels/Cups 	Servant of Waves 	The character takes on the features of a randomly determined animal. This always includes tail and ears, but may include other features where applicable. It's up to the GM exactly what traits this card spawns, but the character always retains their general natural shape.
Knight of Vessels/Cups 	Guardian of Waves 	The character gains a +4 to any chosen skill. 
Queen of Vessels/Cups 	Queen of the Deep 	The character gains a +6 to Diplomacy checks and is seen as a natural leader. They may choose a location for a castle or fortress to be built in their name. The player must make this decision within an hour of receiving the wish.
King of Vessels/Cups 	Aspect of the Deep 	Character becomes a mermaid.
Category:Items
Category:Non-unique items