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🃏🔮🌀Within the chronicles of arcane wisdom, the Deck of Celestial & Eldritch Magic stands as a testament to the mysteries of our universe. It is said that during a rare alignment of stars and shadows, when the luminous skies brushed gently against the hidden depths, this deck was conceived.

Both the starlit heavens and the enigmatic deeps lent their essence to the deck. Drawing from the mysteries of the skies and the profound depths below, only a handful of these decks were ever crafted. It's believed that mere mortals were not the creators, but rather ancient sages who understood the balance of light and shadow.

Each deck, whether it shimmers in hues of indigo and azure or is painted in tones of crimson, gold, and blush pink, holds a power that's seldom seen in the mortal realm. They are not mere tools or trinkets; they are the embodiment of two worlds colliding.

Whispered tales among the arcane circles suggest there are no more than a hundred of these decks scattered across the world, each one awaiting a worthy hand to unlock its potent magics. Those fortunate to come across such a deck are reminded: with great power, comes immense responsibility. 🃏🔮🌀

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Deck of Celestial

& Eldritch Magic

Wondrous Item, rare

Contained within a case of polished cherry wood or within a sapphire-embroidered velvet pouch, this deck gleams with shimmering cards of exquisite design. Each deck holds an even distribution of twenty cards.

When first obtaining this deck, roll a d6. On an even roll, the cards shimmer with indigo and azure hues, known as Eldritch Tides. On an odd roll, they are painted in tones of crimson, gold, and blush pink, referred to as Celestial Dawns. Effects lasting "until next time" end at midnight if unused.

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Eldritch Tide s. To draw upon the power of these cards, a bonus action is required. These cards embody the mysteries and unpredictable nature of arcane forces.

Celestial Dawns. Drawing a card from this set requires an action, as these cards radiate divine energy, often bestowing blessings or protection. Once the type of deck is determined, the mechanics for drawing cards remain consistent with the previous description. When declaring the number of cards you wish to draw, the necessary action (bonus or standard) is determined by the deck type in your possession. After activating a card's magic, roll a d6 to determine its fate. On an even roll, carefully shuffle the card back into the deck, its magic ready to be invoked again. On an odd roll, the card disintegrates, its power expended and forever lost.

Playing Card — Card:

Ace of diamonds — Luminous

King of diamonds — Aurora

Queen of diamonds — Twilight

Jack of diamonds — Cosmos

Two of diamonds — Radiance

Ace of hearts — Cherub

King of hearts — Halo

Queen of hearts — Crucible

Jack of hearts — Guardian

Two of hearts — Benediction

Eldritch Tides

Ace of diamonds - Luminous

  • Effect: You emit a blinding flash of eldritch energy.
  • Duration: Instantaneous.
  • Range: Self (30-foot radius).
  • Saving Throw: All creatures within 30 ft of you must make a CON saving throw (DC 15). On a failed save, creatures are blinded until the end of their next turn. Creatures with truesight or immunity to the blinded condition are unaffected.
  • Components: Drawing the card.

King of diamonds - Aurora.

  • Effect: Ethereal lights, reminiscent of the northern lights, but with a more otherworldly hue, surround and infuse your being.
  • Duration: 1 minute.
  • Range: Self.
  • Benefit: You gain resistance to all types of damage (except psychic) for the duration.
  • Components: Drawing the card.

Queen of diamonds - Twilight:

  • Effect: The realm of twilight responds to your call, wrapping you in its shadowy embrace.
  • Duration: 1 minute.
  • Range: Self.
  • Benefit: You become invisible. The invisibility ends if you attack, cast a spell, or interact with an object.
  • Components: Drawing the card.

Jack of diamonds - Cosmos:

  • Effect: The vastness of the cosmos briefly aligns in your favor, granting you fleeting glimpses of imminent events.
  • Duration: 1 round.
  • Range: Self.
  • Benefit: You gain advantage on all ability checks, attack rolls, and saving throws for the duration.
  • Components: Drawing the card.

Two of diamonds - Radiance:

  • Effect: A radiant aura, tinged with shifting colors of the cosmic spectrum, surrounds you.
  • Duration: 24 hours.
  • Range: Self.
  • Benefit: Any healing spells or abilities that target you automatically heal for their maximum possible amount for the duration.
  • Components: Drawing the card.

Ace of hearts - Cherub:

  • Effect: A playful eldritch spirit, reminiscent of a cherub but with a mischievous gleam, is summoned.
  • Duration: 10 minutes.
  • Range: 60 feet (summoned spirit can move freely within this range).
  • Benefit: The cherub will rearrange items, play small pranks, or even tie shoelaces together on a target or area of your choice. It cannot cause harm and its actions are more playful than malicious. It's immune to all damage and cannot be interacted with, disappearing after the duration ends.
  • Components: Drawing the card.

King of hearts - Halo:

  • Effect: A halo, shimmering with a deceptive beauty and pulsating with cursed energy, materializes above your head.
  • Duration: 1 hour.
  • Range: Self (5-foot radius).
  • Benefit: Any creature that makes a melee attack against you takes psychic damage equal to your level, regardless of whether the attack hits or misses.
  • Components: Drawing the card.

Queen of hearts - Crucible:

  • Effect: Arcane energies swirl around you, and you become a nexus for magical redirection.
  • Duration: 10 minutes.
  • Range: 30 feet.
  • Benefit: When a spell is cast within range that targets a creature other than you, you can use your reaction to change the target to any other creature, object, or point within range of the spell.
  • Components: Drawing the card.

Jack of hearts - Guardian:

  • Effect: A translucent, ethereal guardian forms by your side, its sole purpose to defend you.
  • Duration: 1 hour.
  • Range: Self.
  • Benefit: You gain a +2 bonus to your Armor Class
  • Components: Drawing the card.

Two of hearts - Benediction:

  • Effect: Eldritch energies envelop you in a protective shroud, prepared to save you from the brink of death.
  • Duration: Until triggered or 24 hours.
  • Range: Self.
  • Benefit: The next time you would be reduced to 0 hit points, you instead drop to 1 hit point. After the effect is triggered or if it isn't triggered within 24 hours, the blessing fades.
  • Components: Drawing the card.

Celestial Dawns

Ace of diamonds - Luminous:

  • Effect: A radiant glow envelops you, mending wounds and soothing pain.
  • Duration: Instantaneous.
  • Range: Self.
  • Benefit: You regain 2d10 hit points.
  • Components: Drawing the card.

King of diamonds - Aurora:

  • Effect: Iridescent colors spiral around you, forming an impenetrable barrier.
  • Duration: 1 hour.
  • Range: Self.
  • Benefit: You gain immunity to one type of damage of your choice (e.g., fire, cold, bludgeoning, etc.) for the duration.
  • Components: Drawing the card.

Queen of diamonds - Twilight:

  • Effect: Soft hues of evening twilight radiate from you, bringing a sense of peace.
  • Duration: 1 minute.
  • Range: 30 feet.
  • Benefit: All hostile creatures within range must make a WIS saving throw (DC 15). On a failed save, they are charmed by you for the duration.
  • Components: Drawing the card.

Jack of diamonds - Cosmos:

  • Effect: Stars twinkle around you, granting clarity and guidance in your endeavors.
  • Duration: 1 hour.
  • Range: Self.
  • Benefit: You gain a +2 bonus to all skill checks.
  • Components: Drawing the card.

Two of diamonds - Radiance:

  • Effect: A holy aura emanates from you, turning your next offensive move into a divine strike.
  • Duration: Until your next attack or spell cast.
  • Range: Self.
  • Benefit: The next time you make an attack or cast a spell, it deals an additional 2d6 radiant damage.
  • Components: Drawing the card.

Ace of hearts - Cherub:

  • Effect: A luminous spirit manifests beside you, whispering words of guidance.
  • Duration: Until your next skill check.
  • Range: Self.
  • Benefit: Gain advantage on your next skill check.
  • Components: Drawing the card.

King of hearts - Halo:

  • Effect: A shimmering halo materializes above you, amplifying the healing energies that reach you.
  • Duration: 10 minutes.
  • Range: Self.
  • Benefit: All healing effects on you are doubled.
  • Components: Drawing the card.

Queen of hearts - Crucible:

  • Effect: A warm, divine light envelops you, cleansing your body of any ailments.
  • Duration: Instantaneous.
  • Range: Self.
  • Benefit: You are cured of all diseases and poisons.
  • Components: Drawing the card.

Jack of hearts - Guardian:

  • Effect: A translucent celestial figure manifests by your side, ready to shield you from harm.
  • Duration: Until you are next attacked or until 1 hour has passed.
  • Range: Self.
  • Benefit: The celestial guardian will absorb one instance of damage directed at you, nullifying its effects.
  • Components: Drawing the card.

Two of hearts - Benediction:

  • Effect: You feel a divine presence blessing your next move.
  • Duration: Until your next attack roll, saving throw, or ability check.
  • Range: Self.
  • Benefit: Gain a +2 bonus to your next attack roll, saving throw, or ability check.
  • Components: Drawing the card.

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