Unexpected Allies
BenefitAn ally appears seemingly from nowhere to assist the
party. Typically it is an NPC 1-2 levels lower than the party but it
can also be a creature with a CR equal to the party level minus 2.
CostThe party should offer the ally a boon, either a service rendered in the future or some item of importance to the ally. - or - Characters only gain 3/4 the experience they would normally
gain from this encounter. Run of LuckBenefit
You treat any single roll at the
table as a 20. If this is an attack roll it does not threaten a crit
but it can be used to confirm a crit. You must play this card before
the roll is made. CostNone Magic Turbulence
BenefitAll spellcasters within 100' must make a DC20 concentration check to cast spells. Cost1d6 of the players magic items cease to function for 5 minutes. Items are determined by the GM.
Run of Luck
Benefit
For the next three rolls you make roll two dice and take the highest roll.
CostInstead of discarding this card it is given to the GM to use against the party in a future encounter. | Miscast!Benefit
Fiiizzz't!!
The caster goofs while casting his spell. Treat all random effects of
a single spell as
if the caster rolled minimum value. This can be used affect any single
spell cast in the game. This card can be played after the spell cast
is revealed but must be played before damage is rolled. CostIf the caster makes a concentration check he doesn't lose the spell. Samson's Strength BenefitFor the next 2 rounds a character of your choice gains a +4 divine bonus to strength CostThe characters hair grows uncontrollably for the next 2 days at a rate of 4" per hour. Skin of your TeethBenefitTreat a single hit as a miss. This must be played before damage is rolled. Cost
None Rolls to His FeetBenefitCharacter stands up as an immediate action. CostAdjacent enemies get a +2 bonus to attacks and damage for the following round. FUMBLE!
Benefit
You treat any single roll at the table as a 1. You must play this card before the roll is made.
CostNone
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