It is incredibly easy to make a magic card. Almost disconcertingly so. Even children can do it. Note that magic cards here are not merely a playing card with a bit of sacrificial blood sprayed on it, nor is it the cards of the diviner, though they are indeed incredibly similar and diviners often mix magic cards into their divination decks for the specific purpose of making their readings more accurate.
In order to create
a magic card, three steps are required. The first is to create the
card. Standard materials may be used, but magic ink and quality
cardstock is at the very least required. Cards made with colorful
dyes, powdered gemstones, or gold leaf or by the hands of a skilled
artist are more powerful then ameaturish cards. The second step is to
align the card. To do this, the card-maker must imprint their idea of
what the card should “do” based on the picture and their wish.
Poorly made cards or if the card is seen and interpreted differently
during this process can “taint” the result, making it have a
different or even opposite effect of what the card maker wished.
The third and
final step to making a card is charging it. Charging a card takes
away something from the creator- life force, their health or their
youth, a string of bad luck or loss of sanity. It is for this reason
that not everyone tries to create magic cards. Blood sacrifice or the
inclusions of powerful spells can also charge up cards; hence why
they are still considered occult despite how straightforward they are
to create.
Sidebar-
Magic Cards are my version of scrolls. I think using a scroll to cast
a one-time use spell is kind of dumb; unless you can do the same for
pages in a magic tome, which a scroll basically is just a ripped out
page. Still I don't like the aesthetic of it. I think using a magic
tarot card to cast a spell with its big illustration is a lot more
cool and fitting.
Every magic card
has a chance to be tainted and unlucky. There is a 1 in 4 chance any
shoddy or low budget magic card has a reversed or unlucky effect,
based on its picture. For instance, a card about gaining a fortune
may kill off a family member, with the guilty murderer giving you
their severed finger with a gold ring on it as an “apology”.
These cards come about from the potential taint a magic card can be
made with. Higher quality or professionally made magic cards, or
magic cards found in ancient tombs or traded on the endless caravans
only have a 1 in 20 chance to be tainted.
[1]
The Fool
Depicts a jester
dancing on a hill. When this card is played, you gain +6 to +12 to
the next saving roll you make. Alternatively, you may use the power
of excuse to excuse yourself from any social situation, obligation,
or curse. The exact level of excuse or saving throw bonus is based on
how powerful the card is and how oblivious the jester looks.
[2]
Storm of Flames
Depicts
a rolling ball of fire. When this card is played, it creates a
firestorm that deals 2d6 to 4d6 fire damage to all creatures within
the area of a single room, save for half. Alternatively, you can
evoke this card to grant yourself two hours of furious, productive
energy where you will work on a task and accomplish about as much
work as you could do in 4 to 8 hours.
[3]
Oola Chain
Depicts
a chain of different sized lengths, with a strange metallic
background. You can play this card to cast Charm
Person
on any person you see. The exact pull and duration of the spell is
based on how high quality the card is. You can also play this card on
any person you want and have the spell being played on any other
person within the eyesight.
[4]
White Lady
Depicts
a deathly pale woman, sitting up from a funeral casket. You can play
this card to create an exact, naked duplicate of yourself as a
corpse. How convincing it is based on how high quality the card is.
Additionally, you can play this card while touching someone to deal
1d10 unavoidable damage that drains 1d6 points of a random stat.
[5]
Cherry Merchant
Depicts
a red-faced merchant selling berries in a stall- the color of the
merchant's cheeks are the same as the color on the cherries. When
played, this card fills a room with red wine. The exact speed it
fills is based on the quality of the card- cheap cards may take a
full turn, exalted cards may take only three rounds. Large rooms will
only be filled with waist height, small rooms will be totally filled
and those within may drown. The wine is shitty fruit-juice level of
wine regardless of the quality of the card. You can get drunk off of
it but it's pretty bad. It dries up after 6 hours and stains
everything.
[6]
Furious Fingers
Depicts
a bloody hand gripping an axe handle. By playing this card, you can
boost any being within your general area with a +4 to +8 To-Hit bonus
and +1d6 to +1d12 damage bonus on their next attack. The next attack
does not have to be immediate and can be saved up for days, weeks,
even years before it needs to be used. Also, you can use this on a
wound immediately after it was made to cause blood to shoot out and
blind anyone within melee range (usually the perpetrator of that
wound). This does not cause any extra damage or distress to the
victim, if anything it just tickles.
[7]
Sucking Monster
Depicts
a large, ogre-like body with a long head of a lamprey- it's usually
painted in a vivid color, with nonsensical teeth in a rainbow of
other colors. When played, this card summons any monster the user
thinks of of 4 HD or less. This monster's abilities and powers match
the monster from the user's memory, not what the monster is actually
like, and obeys any command its user gives it. The monster has a
normal amount of health and dies after 4 turns to three hours. When
this card is played, the player takes 2d6 damage from a sudden huge
bite appearing on their chest- this “cost” cannot kill and will
always leave the user with 1 Hit Point remaining. Any excess points
they went below zero (such as using this card at 1 HP) will instead
manifest as damage to their Constitution stat.
[8]
Ten Golden Pins
Depicts
nine golden pins on a table- there's a vague, mysterious shine
underneath the table, implied to be the missing pin. When played,
this card gives its user between 1000c and 5000c standard coins,
based on the quality of the card. The coins disappear after one day.
Alternatively, you can throw this card when played like a shuriken.
If it hits an enemy; their body turns to gold and they are petrified
for two combat rounds.
[9]
Potion of Combat
Depicts
a swirling green potion, usually on the belt of a dead guy with a
spear stuck in his chest. By playing this card, you can escape from a
fight. No matter what- some coincidence of luck, fate, freak weather,
or random swirling vortexs of green energy will give you a chance to
escape. The difficulty of chasing you down and catching up with you
after your escape is determined by the quality of the card- high
quality cards can keep you save for a full day from whoever you were
just fighting, but doesn't work on any other beings or wandering
encounters.
[10]
Megalomania
Depicts
an evil looking queen on a throne, wearing black, often depicted with
a horned helmet and drinking blood from a chalice. When you use this
card, you get to choose the next 1 to 3 die rolls that happen within
your immediate area. As in whenever a die roll is made; saving throw,
attack roll, damage roll, or wandering encounter roll; you get to
state the number (result) that you want. The number of rolls you
control is based on the quality of the card. Using this card makes
you ping as evil for up to a week, with less time if the card is
higher quality.
[11]
Bell-Tower Silence
Depicts
a row of people sleeping on a slopped church roof- the bell is in
motion and yet they still sleep, as though the call to prayer is
silent. When this card is played, you can curse someone to be
ignored. That person will be as though they succeed stealth
constantly- if they want to or not. They can yell out and people will
simply not hear them. They can touch or attack others, and people can
retaliate, but they won't be able to remember why just minutes later,
even after they stabbed the poor victim of this card in self defense.
However the subject afflicted by this card can walk right past guards
or steal things from people while they ignore them. This card lasts
between two and six exploration turns, once again based on the
quality of the card.
[12]
Nightmare Steppe
Depicts
a black cliff face at night, a torn gown fluttering from a branch on
the sheer drop. When this card is played, a 20 to 60 ft high plateau
is created at the user's feet and rapidly rises up. This card can
also be played inverted, creating a 20 to 60 ft deep hole. The height
or depth of this creation is based on how high quality the card is.
The hole or plateau created by this spell is made of normal earth and
is otherwise permanent.
I also always thought scrolls were a weird aesthetic. I'm...definitely stealing this. Good idea!
ReplyDeleteSuddenly the deck of many things makes a lot more sense!
ReplyDelete