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their place in a world won by lies. History is written by the ruthless, and civilization driven by gears of deception. For those with guile, wealth and power are often just a handwave away. In this age, tricksters tell of a mythical artifact that makes spymasters out of simple men, and sorcerers from fools. Surfacing erratically throughout the centuries, this magical deck of cards conjures phantasms that bewitch, seduce and deceive. Those who master its mysteries must surely profit greatly, yet their existence is as mystifying as the cards themselves. Its almost as if the decks previous owners have become smoke, blown away to some lost corner of history This article provides DMs with complete details of the Deck of Illusions: a Heroic-tier artifact for 4th Edition D&D.
Deck of Illusions
Heroic Tier
This faded leather card case is locked by a silver seal embossed with a strange sun and moon motif. Artifact: Implement (Tome) Enhancement Bonus: +3 to attack rolls and damage rolls Critical: The target takes ongoing 10 psychic damage and is dazed (save ends both). Utility Power (Illusion, Aura) At-Will (Standard Action) Effect: You activate an Aura 5 that lasts until the end of your next turn, or until dismissed as a free action. Within this aura you create the illusion of a Medium or smaller sized creature or object. The illusion appears real to all senses, and can even be made to talk in any language you know. As a free action, the illusion can be made to move to any square within the aura, or behave in any manner the caster chooses. Make a Bluff check when the illusion is created. Creatures that interact with or actively study the illusion are entitled to an Insight check opposed by the result of this Bluff check to recognize it as an illusion. A creature that touches or attacks the illusion recognizes it automatically. Sustain Standard: You sustain the effect until the end of your next turn, or until dismissed as a free action.
Utility Power (Illusion) Encounter (Standard Action) Effect: You draw a power card from the hidden deck, and resolve its effect immediately. Discard the card after use.
Overcome its owners enemies through trickery and illusion. Encourage its owner to carry out acts of deception for personal gain. Prepare its owner for the coming of the Master.
acts of deception, or to scold them for missed opportunities. When a secret word is whispered, Phantasma Major replaces Illusio Minors cards with a single deck of 22 hidden power cards. If they dare draw from these, the decks owner can summon the most powerful illusions of all but risks being destroyed in the process!
Concordance
The Deck of Illusions begins with all hidden power cards present, except for the Master. Once ten power cards have been drawn, add the Master card to the remaining deck and then shuffle. When the Master is drawn, refer to the Moving On section, below. DECK OF ILLUSIONS CONCORDANCE
Starting score 5 The decks owner draws a power card during a +1 combat encounter The decks owner fails to draw a power card during a combat encounter The decks owner deceives somebody for personal gain using the at-will utility power of the deck (1/day) The decks owner worships Sehanine -2 +1
Property The decks at-will utility power can now simultaneously alter the appearance of the landscape within Aura 10. You may alter your surroundings to appear as anything you desire, but the illusions must conform to the same basic structure. For example, you couldnt make walls appear where there are none, but you could make existing walls appear as sheets of flame. If creatures have reason to suspect sorcery is at work, they are entitled to an Insight check against the result of the illusions initial Bluff check.
Satisfied (12-15)
Cunning very cunning. Let the games continue! The decks owner has proven themselves worthy of the deck and is rewarded accordingly, gaining a +2 item bonus to Bluff checks and Insight checks whilst holding the Deck. In addition, the decks at-will utility power gains the following property:
Property The decks at-will utility power can now conjure up illusions of Large-sized creatures or objects. You may conjure as many illusions of any size as you please, so long as they dont leave the Aura.
+2
Pleased (16-20+)
The Master shall not find you wanting, my good friend. The deck has found an owner to rival the greatest of its past. Its enhancement bonus increases to +4, and the decks owner gains immunity to powers with the Illusion keyword. In addition, the decks at-will utility power gains the following property:
Normal (5-11)
We promise mystery and wonder, stranger. Will you dare play our game? The deck has chosen its new owner, but theyre not yet worthy of its deeper mysteries. At this concordance, the Deck of Illusions has the properties and characteristics listed in its description.
the remaining cards. Draw three cards at the start of the deck owners first turn. The DM then selects one of these and applies its effects as though it were drawn by the nearest enemy. If the Master is drawn, it is played against the player as normal. After the card has been resolved, the Deck of Illusions vanishes in a puff of colored smoke.
Unsatisfied (1-4)
Use us or lose us! With the decks owner showing reluctance to exploit its powers, the decks enhancement bonus drops to +1. Phantasma Major badgers and berates the decks owner at every opportunity, warning that it will move on if they fail it further.
Moving On
The Master is here The Deck of Illusions moves on to a new owner whenever the Master card is drawn. When the Master appears, roll 1d20 on the table below. The current concordance of the deck modifies the roll as follows: CURRENT CONCORDANCE
Concordance Pleased Satisfied Normal Unsatisfied Angered Modifier +8 +3 No modifier -5 -10
Angered (0 or lower)
Pathetic! We have no need for your spineless antics! The decks owner has ignored its warnings, and now they suffer the consequences. The deck decides to move on, but not before punishing its owner for their cowardice. At the start of the next combat encounter, add the Master to the deck and then shuffle
What actually happens to a character that disappears is up to the DM and the players. If making another character seems too harsh, a quest could be devised to recover their lost companion from wherever it is theyve gone. At a push, a raise dead ritual could do the same job. Assuming they survive the encounter and they havent angered the deck - the Master leaves the decks owner with some of its power. Shuffle all of the cards - leaving out the Day of the Dead, the Master, and the Jokes on You and then draw three cards. The decks owner may keep one of these forever as a free power.
POWER CARDS
Each of the decks hidden power cards has its own effect that is played immediately when drawn. Once the card has been played, it is removed from the deck. The decks owner may only draw one card per encounter. Ignore the fact that most cards list powers as Daily or Encounter, or require different actions to use: these restrictions only apply if the decks owner picks these cards as a reward when the deck moves on. The Archer
Deck of Illusions Attack Clad all in green, a bold archer steps forwards to harry your enemies with ranged attacks. Daily Conjuration, Illusion Minor Action Close burst 10 Effect: You summon a Medium-sized illusory archer into a square within the burst, which remains until the end of your next turn. The illusory archer can be attacked: it shares your defenses, but only has 1 hit point, and receives no damage from missed attacks. When you use your move action, you can also move the illusory archer up to your speed. As a minor action once per turn, you can make the illusory archer attack. Sustain Minor: The illusory archer persists until the end of your next turn. Special: If this card is drawn from the deck, its effects last until it is destroyed, or until dropped as a free action.
1: The Archer
The winds of fate blow merrily for you today. Step forward, archer, and lend us your bow! Records from the lost city of Tilenduen tell of a legendary bowman who broke through the ranks of a besieging formorian army and slew their monstrous leader with a single shot to the eye. Unable to trace this hero to their own garrison, the eladrin scoured the battlefield for his remains. All they found was a single fortune-telling card on the bloody ground, entitled the Archer.
Deck of Illusions Attack At-Will Illusion, Implement, Psychic Minor Action Ranged 20 Target: One enemy Attack: Intelligence versus Will Hit: 2d6 + Intelligence modifier psychic damage.
2: The Comet
Tremble, mortal, for this falling star brings weal and woe in its wake.
The Comet card strikes friend and foe alike. Legends tell of its appearance at the final moments of the battle of Hegemorra, where it struck both generals dead, and made a raging champion out of a humble camp follower. The Comet
Deck of Illusions Attack A phantasmal comet slams into the ground at your feet, showering everybody nearby with wild, psychic energies. Daily Illusion, Implement, Psychic Standard Action Close burst 3 Target: All creatures in the burst Attack: Intelligence versus Will Hit: 2d6 + Intelligence modifier psychic damage Effect: Every creature in the burst is affected by a random condition that lasts until the end of their next turn. Roll 1d6 for each creature affected: 1d6 1 2-3 4-5 6 Effect Resist 5 all Regeneration 5 Ongoing 5 psychic damage Vulnerability 5 all
F Mirrors Wrath Aura 1 Enemies who start their turn next to an illusory corpse take 2 points of psychic damage. Multiple illusory corpse auras deal cumulative damage. Triggered Actions Fading Cry At-Will Trigger: The illusory corpse is killed by an attack. Effect: Enemies adjacent to the illusory corpse take 5 points of psychic damage. Str As deck owner Dex As deck owner Wis As deck owner Con As deck owner Int As deck owner Cha As deck owner Alignment unaligned Languages None
4: The Flood
Water, water, everywhere, and not a drop to drink. Exactly how the treasury of King Ornossos was robbed remains one of the worlds great
Special: If this card is drawn from the deck, the size of the burst increases to close burst 10, and the duration of its effects last until the end of each targets next turn, and then persist until save ends.
mysteries. The Kings Guard report that a mysterious deluge rushed through the vault sorcery for sure, as no running water existed for miles around. Suspicion initially fell on a passing merchant, but he was freed when witnesses confirmed hed spent the night playing cards alone at a distant oasis.
Deck of Illusions Utility You conjure a phantasmal torrent of churning water and lashing rain that slows your enemies. Daily Aura, Illusion Minor Action Personal Effect: You activate an Aura 5 that lasts until the end of your next turn. Enemies treat all squares inside the aura as difficult terrain that grants concealment. Special: If this card is drawn from the deck, it effects last until the end of the encounter, or until dropped as a free action.
mist. According to legend, the demon lord then became obsessed by a strange deck of cards, which he spent the rest of his short life coveting.
The Fortress
The Flood
Deck of Illusions Attack An illusory rampart thrusts up from the ground, manned by wee, illusory guardsmen. Daily Illusion, Implement, Psychic Standard Action Area wall 12 within 10 squares Effect: You conjure an illusory wall of contiguous squares that lasts until the end of your next turn. The wall can be up to 12 squares long and up to 6 squares high, but must be conjured onto empty squares. Any enemy that starts its turn adjacent to the wall takes 3d6 + Wisdom modifier psychic damage. The wall blocks line of sight for your enemies, but not line of effect. Enemies cannot willingly enter wall squares, but allies can. Sustain Minor: The wall persists until the end of your next turn. Special: If this card is drawn from the deck, its effects last until the end of the encounter, or until dropped as a free action.
5: The Fortress
Rise ramparts, arise and stand steady. Before Burnegrune brought down the Bastion of Fire, legends tell that his demonic forces were defied by a second wall that sprang up after the first one fell. Thousands died assailing it, until Burnegrune slew the keeps marshal and the great wall faded like
6: Gloaming
Hush, now. Night falls, and these fools soon slumber in the sleep of ages. The tiefling wizard Cry is often cited as one of the past owners of the Deck of Illusions, yet few accounts detail his actual use of the cards. Before his famous disappearance, Cry is said to have told his concubines that the power of
the cards was such that he could hasten the sun across the sky, and call down the gloaming over the noonday land. Gloaming
Deck of Illusions Utility You cast a veil of shadows across the battlefield that exists only in the minds of your enemies. Daily Illusion, Zone Minor Action Close burst 2 Effect: You create a zone of gloom that lasts until the end of the encounter. All squares within the zone count as dim light to your enemies. Special: If this card is drawn from the deck, its range increases to close burst 10
Hall of Mirrors
7: Hall of Mirrors
What is truly real what you see before you, or the reflection you glimpse in the looking glass? When the wizard Jeydebel was summoned before the Court of Stars, she appeared as five, identical versions of herself, all speaking in unison. When the Summer Queen failed to identify the true wizard, the Court dropped all charges against her. Questioned later about this display of power, Jeydebel left her followers with a riddle: What is cut on a table but never eaten? The answer: a deck of cards.
Deck of Illusions Utility With a wave of your hand, you and your allies are joined by a host of shifting, illusory replicas. Daily Illusion Standard Action Close Burst 3 Target: You and each ally in the burst Effect: The target is surrounded by 4 shifting, illusory replicas that last until the end of the encounter or until destroyed. Remove one replica whenever the target is missed by an attack. If the target is hit, roll a save: on a success, the attack misses and one of the replicas is destroyed. On a failure, the attack hits and no replicas are destroyed. Special: If this card is drawn from the deck, its range increases to close burst 10.
9: King of Dragons
Step forward, King of Dragons. Bring us flame and fang, claw and horn. The King of Dragons card is depicted in great detail on the Jerekhani Mosaic: the only earthly representation of the Deck of Illusions. King of Dragons
Deck of Illusions Attack The time has come to conjure the mightiest of beasts the elder red dragon! Encounter Conjuration, Illusion Minor Action Close burst 10 Effect: You summon a Huge-sized illusory red dragon within the burst, which remains until the end of your next turn. As a minor action, you can move the dragon up to your speed. As a minor action once per turn, you can make the dragon breathe phantasmal flames. Special: If this card is drawn from the deck, its effects last until the end of the encounter, or until dropped as a free action.
Phantasmal Flames
Deck of Illusions Attack At-Will Illusion, Psychic, Implement Minor Action Close blast 5 Target: Each enemy in the blast Attack: Intelligence versus Will Hit: 2d6 + Intelligence modifier psychic damage.
following a sky-ship crash. The knight tried to catch its new master, who sadly fell through its illusory body and was dashed to pieces. The Knight
Deck of Illusions Attack With a valiant cry, a knight in glittering armor charges into the fray. Encounter Aura, Conjuration, Illusion Minor Action Close burst 5 Effect: You summon a Medium-sized illusory knight in a square within the burst, which remains until the end of your next turn. As a minor action, you can move the knight up to your speed. Enemies within Aura 1 of it are marked by it until they leave the aura. Marked enemies are subjected to its attack if they make an attack that doesnt include the illusory knight. Special: If this card is drawn from the deck, its effects last until the end of the encounter, until it is destroyed, or until it is dropped as a free action.
Deck of Illusions Attack At-Will Illusion, Implement, Psychic Immediate Interrupt Melee 1 Target: One enemy Trigger: An enemy marked by the illusory knight makes an attack that doesnt include it. Attack: Intelligence versus Will. Hit: 2d6 + Intelligence modifier psychic damage.
15: Mystery
Look beyond - oft-times it is the puppet that controls the puppeteer. Ronan of Krere is famous for two things: owning the Deck of Illusions, and his famously awful songs, which both blinded and deafened his unwitting audiences. Mystery Deck of Illusions Attack
A wave of wild illusion crashes across your enemies, confounding them with its chaotic imagery. Encounter Illusion, Implement, Psychic Standard Action Close blast 3 Target: Each enemy in the blast Attack: Intelligence versus Will Hit: 1d6 + Intelligence modifier psychic damage and the enemy is affected by a random condition until the end of your next turn. Roll 1d6 for each creature: 1d6 1-2 3-4 5 Effect Slowed Immobilized Dazed
13: Mockery
How merry it shall be, when Kings bow before paupers, and cats chase dogs in the street. Its said that the Cardmaster of Karnos was still laughing when he was beaten down and murdered by his own court jester, even under a rain of deadly blows. Mockery
Deck of Illusions Utility You conjure up an illusory absurdity that makes your enemies convulse with laughter. Encounter Charm, Illusion Minor Action Close Blast 3 Target: Each enemy in the blast Attack: Intelligence versus Will Effect: The target convulses with laughter, granting combat advantage to you and your allies until the end of their next turn. Special: If this card is drawn from the deck, its range increases to close burst 10 and the attack automatically hits. The effect lasts until the end of their next turn, and then persists until save ends.
6 Blinded Miss: No damage, but the enemy is still affected by the condition. Roll 1d4 and consult the table above. Special: If this card is drawn from the deck, its range increases to close burst 10.
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A worm-eaten report from the duchy of Sableroot details a strange encounter between the old duke and one of his vassals; a farmer by the name of Rudd. Stopping to admonish Rudd for playing cards during the harvest, the duke suddenly found himself imprisoned behind magical bars: a strange occurrence that the common folk took for a good reason to pelt him with mud. So ashamed was the duke that he fled to the distant island of Perimold, where its said he became a pious monk. The Prisoner
Deck of Illusions Attack A rusty iron crows cage clamps around your enemy, freezing them in place. Encounter Illusion, Implement, Psychic Standard Action Ranged 10 Target: One enemy Attack: Intelligence versus Will Hit: 2d6 + Intelligence modifier damage Effect: The target is restrained until the end of your next turn. Special: If this card is drawn from the deck, its effects last until the end of your next turn, and then persist until save ends.
The Prince
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18: Splendor
One mans beauty is anothers bane. Trust not the eye, when witchcraft is at work. Another rare account of the Deck of Illusions tells of the seven esteemed daughters of Kung, who would pass the cards between them to spin illusions for their fathers pleasure. So great was their beauty, that a single word they said in anger would strike the listener dumb. The story of the daughters disappearance is still told amongst the steppe people. Though closely guarded behind locked doors, all seven daughters simply vanished one morning, taking nothing with them but their nightclothes, and the deck of cards. Splendor
Deck of Illusions Utility You conjure a spectral aura of majesty around yourself that cows your enemies. Daily Aura, Illusion Minor Action Personal Effect: You activate an Aura 2 that lasts until the end of your next turn. Enemies within the aura that take damage from your or your allies attacks are dazed (save ends). Special: If this card is drawn from the deck, the aura lasts until the end of the encounter, or until dropped as a free action.
According to legend, those who defied him would be thrown at his feet, and held down whilst he whispered something horrible in their ear. Some were struck dumb on the spot and others went mad, but all who survived the ordeal never dared cross him again. Terror
Deck of Illusions Attack You become a nightmarish eidolon in the minds of your enemies, who stumble away from you in fear. Daily Aura, Fear, Illusion Minor Action Personal Effect: You activate an Aura 2 that lasts until the end of your next turn. Enemies who start their turn in the aura must move out of it by the end of their turn or become dazed until the end of their next turn. Special: If this card is drawn from the deck, the aura can be sustained with a minor action.
20: Thieves
Now you see us now you dont.
19: Terror
Behold. We bring you gifts of horror and woe. One of the most obscure deck-owners was the Plague King: the head of the beggars guild in the poverty-stricken city of Harkness.
As she was thrown to the lions, the Kashmelite robber Shiahn is said to have nodded to an accomplice in the crowd, who drew a card from a magical deck. Shiahun, her accomplice, and the handsome son of the Sultan all vanished in plain sight.
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Thieves
Deck of Illusions Utility You shroud yourselves in a veil of illusion that mimics your surroundings. Daily Aura, Illusion Minor Action Personal Requirement: You must be in combat to activate this power. Effect: You activate an Aura 2 that lasts until the end of your next turn. Within this aura, you and your allies are invisible to your enemies, but not to each other. Special: If this card is drawn from the deck, the aura lasts until the end of the encounter, but ends if you attack.
Thunder
Deck of Illusions Attack A cacophony of thunderclaps deafens your enemies yet is unheard by your friends. Encounter Illusion, Implement, Psychic, Thunder Standard Action Close blast 3 Target: Each enemy in the blast Attack: Intelligence versus Fortitude Hit: 1d6 + Intelligence modifier psychic and thunder damage and the enemy is dazed until the end of your next turn. Miss: Half damage, and the enemy is not dazed. Special: If this card is drawn from the deck, its range increases to close burst 10.
Its said that Cry ended his life by leaping from the battlements of his castle. Others say he didnt jump, but was instead carried off by a great wind. Whatever, his much-marveled deck of cards was never found, and is now believed to have passed on to a new owner...
21: Thunder
Even in a dream of storms, the thunderclap still deafens. Keml the merchant headed a conspiracy to steal the Deck of Illusions from the wizard Mherian. As the only survivor of the confrontation, Keml refused to speak of what had happened. In fact, in the years that followed, Keml refused to answer questions on many subjects, as he often didnt actually hear them. He had been struck completely deaf by his ordeal.
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