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In the dying of the light, once-mighty kingdoms vie for

supremacy through subterfuge and propaganda, clamoring to


carve 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 hand-
wave 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 Utility Power (Illusion) Encounter (Standard GOALS OF THE DECK OF ILLUSIONS
Action) Overcome its owners enemies through
This faded leather card case is locked by a silver seal

embossed with a strange sun and moon motif. Effect: You draw a power card from the hidden deck, trickery and illusion.
Artifact: Implement (Tome) and resolve its effect immediately. Discard the Encourage its owner to carry out acts of
Enhancement Bonus: +3 to attack rolls and damage card after use. deception for personal gain.
rolls Prepare its owner for the coming of the
Critical: The target takes ongoing 10 psychic damage Master.
and is dazed (save ends both).
Utility Power (Illusion, Aura) At-Will (Standard ROLEPLAYING THE DECK OF ILLUSIONS
Action) The decks magic remains shrouded until it
Effect: You activate an Aura 5 that lasts until the end chooses to reveal itself, appearing until then
of your next turn, or until dismissed as a free as nothing more than a curious set of cards. In
action. Within this aura you create the illusion of the hands of a suitable owner, the moon and
a Medium or smaller sized creature or object. The sun embossed on the decks seal suddenly
illusion appears real to all senses, and can even
spring to life and call out.
be made to talk in any language you know. As a
Illusio Minor is the sun; a creature wracked
free action, the illusion can be made to move to
by gloom and despair. Mostly introverted, she
any square within the aura, or behave in any
speaks only to deliver cryptic warnings about
manner the caster chooses. Make a Bluff check
the approach of the Master. Illusio Minor
when the illusion is created. Creatures that
interact with or actively study the illusion are controls the decks four suits - swords, cups,
entitled to an Insight check opposed by the result moons, and suns and can enchant them at
of this Bluff check to recognize it as an illusion. A any time. By playing a puzzling variant of
creature that touches or attacks the illusion solitaire, the decks owner can conjure up
recognizes it automatically. powerful illusions of their own devising
Sustain Standard: You sustain the effect until the (utilizing the decks at-will utility power).
end of your next turn, or until dismissed as a free Phantasma Major is the moon, and is
action. blessed with great mirth and cunning. He
often chirps up to egg his owner into greater

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acts of deception, or to scold them for missed Concordance Property
opportunities. When a secret word is The Deck of Illusions begins with all hidden The decks at-will utility power can now
whispered, Phantasma Major replaces Illusio power cards present, except for the Master. simultaneously alter the appearance of the
Minors cards with a single deck of 22 hidden Once ten power cards have been drawn, add landscape within Aura 10. You may alter your
power cards. If they dare draw from these, the the Master card to the remaining deck and surroundings to appear as anything you desire, but
decks owner can summon the most powerful then shuffle. When the Master is drawn, refer the illusions must conform to the same basic
illusions of all but risks being destroyed in to the Moving On section, below. structure. For example, you couldnt make walls
the process! appear where there are none, but you could make
DECK OF ILLUSIONS CONCORDANCE existing walls appear as sheets of flame. If creatures
Starting score 5 have reason to suspect sorcery is at work, they are
HISTORY OF THE DECK OF ILLUSIONS The decks owner draws a power card during a +1 entitled to an Insight check against the result of the
The decks history is an enigma. Some say combat encounter illusions initial Bluff check.
it was a whimsy created by Sehanine The decks owner fails to draw a power card -2
herself, who released it into the world for during a combat encounter Satisfied (12-15)
her own amusement. Others say it was The decks owner deceives somebody for +1 Cunning very cunning. Let the games
made by the otherworldly Spellweavers, personal gain using the at-will utility power of continue!
who use it to deceive and capture mages the deck (1/day) The decks owner has proven themselves
for their own inscrutable purposes. The decks owner worships Sehanine +2 worthy of the deck and is rewarded
Whatevers the truth, the deck itself accordingly, gaining a +2 item bonus to Bluff
refuses to be drawn into speculation. Its Pleased (16-20+) checks and Insight checks whilst holding the
past owners, and the fates that befell The Master shall not find you wanting, my Deck. In addition, the decks at-will utility
them, are a secret it refuses to share. good friend. power gains the following property:
When the deck is introduced, try The deck has found an owner to rival the
reading the lore associated with each greatest of its past. Its enhancement bonus Property
card. To build up the decks mystery, increases to +4, and the decks owner gains The decks at-will utility power can now conjure up
allow its owner to uncover these details immunity to powers with the Illusion illusions of Large-sized creatures or objects. You
through research. keyword. In addition, the decks at-will utility may conjure as many illusions of any size as you
power gains the following property: please, so long as they dont leave the Aura.

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Normal (5-11) the remaining cards. Draw three cards at the THE MASTERS JUDGEMENT
We promise mystery and wonder, stranger. start of the deck owners first turn. The DM 1d20 Effect
Will you dare play our game? then selects one of these and applies its 1 or lower The decks owner disappears in a puff
effects as though it were drawn by the nearest of colored smoke, never to be seen
The deck has chosen its new owner, but
enemy. If the Master is drawn, it is played again.
theyre not yet worthy of its deeper mysteries.
against the player as normal. After the card 2-5 The decks owner takes psychic
At this concordance, the Deck of Illusions
has been resolved, the Deck of Illusions damage equal to their bloodied value.
has the properties and characteristics listed in
vanishes in a puff of colored smoke. 6-10 The decks owner takes ongoing 10
its description.
psychic damage (save ends)
Moving On
Unsatisfied (1-4) 11-20+ No effect
The Master is here
Use us or lose us!
The Deck of Illusions moves on to a new owner What actually happens to a character that
With the decks owner showing reluctance to
whenever the Master card is drawn. disappears is up to the DM and the players. If
exploit its powers, the decks enhancement
When the Master appears, roll 1d20 on the making another character seems too harsh, a
bonus drops to +1.
table below. The current concordance of the quest could be devised to recover their lost
Phantasma Major badgers and berates the
deck modifies the roll as follows: companion from wherever it is theyve gone.
decks owner at every opportunity, warning
At a push, a raise dead ritual could do the
that it will move on if they fail it further. CURRENT CONCORDANCE
same job.
Concordance Modifier
Assuming they survive the encounter and
Angered (0 or lower) Pleased +8
they havent angered the deck - the Master
Pathetic! We have no need for your spineless Satisfied +3 leaves the decks owner with some of its
antics!
Normal No modifier power. Shuffle all of the cards - leaving out the
The decks owner has ignored its warnings, Unsatisfied -5 Day of the Dead, the Master, and the Jokes on
and now they suffer the consequences. The Angered -10 You and then draw three cards. The decks
deck decides to move on, but not before owner may keep one of these forever as a free
punishing its owner for their cowardice. power.
At the start of the next combat encounter,
add the Master to the deck and then shuffle

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POWER CARDS
Each of the decks hidden power cards has its The Archer Deck of Illusions Attack
own effect that is played immediately when Clad all in green, a bold archer steps forwards to
drawn. Once the card has been played, it is harry your enemies with ranged attacks.
Daily Conjuration, Illusion
removed from the deck.
Minor Action Close burst 10
The decks owner may only draw one card
Effect: You summon a Medium-sized illusory archer
per encounter. Ignore the fact that most cards
into a square within the burst, which remains until
list powers as Daily or Encounter, or
the end of your next turn. The illusory archer can be
require different actions to use: these attacked: it shares your defenses, but only has 1 hit
restrictions only apply if the decks owner point, and receives no damage from missed attacks.
picks these cards as a reward when the deck When you use your move action, you can also move
moves on. the illusory archer up to your speed. As a minor
action once per turn, you can make the illusory
1: The Archer archer attack.
The winds of fate blow merrily for you today. Sustain Minor: The illusory archer persists until the
Step forward, archer, and lend us your bow! end of your next turn.
Records from the lost city of Tilenduen tell of Special: If this card is drawn from the deck, its effects
last until it is destroyed, or until dropped as a free
a legendary bowman who broke through the
action.
ranks of a besieging formorian army and slew
their monstrous leader with a single shot to
Illusory Archer Attack Deck of Illusions Attack
the eye. Unable to trace this hero to their own
At-Will Illusion, Implement, Psychic
garrison, the eladrin scoured the battlefield
Minor Action Ranged 20
for his remains. All they found was a single
Target: One enemy 2: The Comet
fortune-telling card on the bloody ground, Attack: Intelligence versus Will Tremble, mortal, for this falling star brings
entitled the Archer. Hit: 2d6 + Intelligence modifier psychic damage. weal and woe in its wake.

5
The Comet card strikes friend and foe alike. 3: Day of the Dead
Legends tell of its appearance at the final As they are now, so shall you soon be. The
moments of the battle of Hegemorra, where it Reaper comes a-knocking, and it is you who
struck both generals dead, and made a raging stands at the threshold.
champion out of a humble camp follower.
Drawing this card activates an Aura 5 around
the decks owner that lasts until the end of the
The Comet Deck of Illusions Attack
encounter. Whenever an enemy dies within
A phantasmal comet slams into the ground at your
this aura, they rise again at the start of their
feet, showering everybody nearby with wild, psychic
next turn as an Illusory Corpse. Once slain, an
energies.
Illusory Corpse does not rise again.
Daily Illusion, Implement, Psychic
Standard Action Close burst 3
Illusory Corpse
Target: All creatures in the burst Shadow beast (illusion) XP 0
Attack: Intelligence versus Will HP Half the deck owners bloodied value, Initiative As
Hit: 2d6 + Intelligence modifier psychic damage unless the target creature was a minion, enemy
in which case it has 1 HP. Perception As
Effect: Every creature in the burst is affected by a AC, Fortitude, Reflex, Will As deck owner deck owner
random condition that lasts until the end of their Speed As deck owner
Traits
next turn. Roll 1d6 for each creature affected:
FMirrors Wrath Aura 1
Enemies who start their turn next to an illusory corpse take
1d6 Effect 2 points of psychic damage. Multiple illusory corpse auras
1 Resist 5 all deal cumulative damage.
2-3 Regeneration 5 Triggered Actions
Fading Cry At-Will
4-5 Ongoing 5 psychic damage Trigger: The illusory corpse is killed by an attack.
6 Vulnerability 5 all Effect: Enemies adjacent to the illusory corpse take 5 points
of psychic damage. 4: The Flood
Str As deck owner Dex As deck owner Wis As deck owner Water, water, everywhere, and not a drop to
Special: If this card is drawn from the deck, the size Con As deck owner Int As deck owner Cha As deck owner drink.
of the burst increases to close burst 10, and the Alignment unaligned Languages None
duration of its effects last until the end of each Exactly how the treasury of King Ornossos
targets next turn, and then persist until save ends. was robbed remains one of the worlds great

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mysteries. The Kings Guard report that a mist. According to legend, the demon lord The Fortress Deck of Illusions Attack
mysterious deluge rushed through the vault then became obsessed by a strange deck of An illusory rampart thrusts up from the ground,
sorcery for sure, as no running water existed cards, which he spent the rest of his short life manned by wee, illusory guardsmen.
for miles around. Suspicion initially fell on a coveting. Daily Illusion, Implement, Psychic
passing merchant, but he was freed when Standard Action Area wall 12 within 10 squares
witnesses confirmed hed spent the night Effect: You conjure an illusory wall of contiguous
playing cards alone at a distant oasis. 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
The Flood Deck of Illusions Utility
squares. Any enemy that starts its turn adjacent to
You conjure a phantasmal torrent of churning water
the wall takes 3d6 + Wisdom modifier psychic
and lashing rain that slows your enemies.
damage. The wall blocks line of sight for your
Daily Aura, Illusion
enemies, but not line of effect. Enemies cannot
Minor Action Personal
willingly enter wall squares, but allies can.
Effect: You activate an Aura 5 that lasts until the end
Sustain Minor: The wall persists until the end of your
of your next turn. Enemies treat all squares inside
next turn.
the aura as difficult terrain that grants concealment.
Special: If this card is drawn from the deck, its effects
Special: If this card is drawn from the deck, it effects
last until the end of the encounter, or until dropped
last until the end of the encounter, or until dropped
as a free action.
as a free action.

6: Gloaming
5: The Fortress
Hush, now. Night falls, and these fools soon
Rise ramparts, arise and stand steady.
slumber in the sleep of ages.
Before Burnegrune brought down the
The tiefling wizard Cry is often cited as one of
Bastion of Fire, legends tell that his demonic
the past owners of the Deck of Illusions, yet
forces were defied by a second wall that
few accounts detail his actual use of the cards.
sprang up after the first one fell. Thousands
Before his famous disappearance, Cry is said
died assailing it, until Burnegrune slew the
to have told his concubines that the power of
keeps marshal and the great wall faded like

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the cards was such that he could hasten the Hall of Mirrors Deck of Illusions Utility 9: King of Dragons
sun across the sky, and call down the With a wave of your hand, you and your allies are Step forward, King of Dragons. Bring us flame
gloaming over the noonday land. joined by a host of shifting, illusory replicas. and fang, claw and horn.
Daily Illusion
The King of Dragons card is depicted in great
Gloaming Deck of Illusions Utility Standard Action Close Burst 3
Target: You and each ally in the burst detail on the Jerekhani Mosaic: the only
You cast a veil of shadows across the battlefield that
Effect: The target is surrounded by 4 shifting, earthly representation of the Deck of Illusions.
exists only in the minds of your enemies.
Daily Illusion, Zone illusory replicas that last until the end of the
encounter or until destroyed. Remove one replica King of Dragons Deck of Illusions Attack
Minor Action Close burst 2
whenever the target is missed by an attack. If the The time has come to conjure the mightiest of
Effect: You create a zone of gloom that lasts until the
target is hit, roll a save: on a success, the attack beasts the elder red dragon!
end of the encounter. All squares within the zone
misses and one of the replicas is destroyed. On a Encounter Conjuration, Illusion
count as dim light to your enemies.
failure, the attack hits and no replicas are Minor Action Close burst 10
Special: If this card is drawn from the deck, its range
destroyed. Effect: You summon a Huge-sized illusory red dragon
increases to close burst 10
Special: If this card is drawn from the deck, its range within the burst, which remains until the end of your
7: Hall of Mirrors increases to close burst 10. next turn. As a minor action, you can move the
dragon up to your speed. As a minor action once per
What is truly real what you see before you,
or the reflection you glimpse in the looking 8: The Jokes on You turn, you can make the dragon breathe phantasmal

glass? Ah. This time, Im afraid the joke may be on flames.


you. Special: If this card is drawn from the deck, its effects
When the wizard Jeydebel was summoned last until the end of the encounter, or until dropped
before the Court of Stars, she appeared as five, Draw another card and play it immediately, as a free action.
identical versions of herself, all speaking in but apply its effects as if it had been drawn by
unison. When the Summer Queen failed to the nearest enemy to the decks owner. If the Phantasmal Flames Deck of Illusions Attack
identify the true wizard, the Court dropped all Master is drawn, determine its effects as At-Will Illusion, Psychic, Implement
charges against her. Questioned later about normal. Discard both cards once the effect has Minor Action Close blast 5
this display of power, Jeydebel left her been resolved. Target: Each enemy in the blast
followers with a riddle: What is cut on a table Attack: Intelligence versus Will
but never eaten? The answer: a deck of cards. Hit: 2d6 + Intelligence modifier psychic damage.

8
following a sky-ship crash. The knight tried to 11: The Lovers
catch its new master, who sadly fell through Who can love, when lovers wear masks?
its illusory body and was dashed to pieces.
Its said that the Bitch Queen of Vengard
seduced her enemies using a deck of magical
The Knight Deck of Illusions Attack
cards that made her more beautiful than any
With a valiant cry, a knight in glittering armor
other in the land. Her suitors didnt last long,
charges into the fray.
for once their lands were ceded to her
Encounter Aura, Conjuration, Illusion
kingdom, the Bitch Queen would slaughter
Minor Action Close burst 5
Effect: You summon a Medium-sized illusory knight them in the dungeons of her castle, and then
in a square within the burst, which remains until the bathe in their blood.
end of your next turn. As a minor action, you can
move the knight up to your speed. Enemies within The Lovers Deck of Illusions Attack
Aura 1 of it are marked by it until they leave the For the briefest of moments, you disguise yourself as
aura. Marked enemies are subjected to its attack if the object of your enemys desire.
they make an attack that doesnt include the illusory Daily Charm, Illusion, Implement
knight. Standard Action Ranged 10
Special: If this card is drawn from the deck, its effects Target: One enemy
last until the end of the encounter, until it is Attack: Intelligence versus Will
destroyed, or until it is dropped as a free action. Hit: The enemy is dominated until the end of your
next turn.
Illusory Knight Attack Deck of Illusions Attack Aftereffect: The enemy cannot target you with its
At-Will Illusion, Implement, Psychic attacks (save ends).
10: The Knight Immediate Interrupt Melee 1 Special: If this card is drawn from the deck, its
Weve no time for honor, when such simple Target: One enemy attack hits automatically. The domination effect
devotions can be conjured with ease. Trigger: An enemy marked by the illusory knight lasts until the end of your next turn, and then
makes an attack that doesnt include it. persists until save ends.
The Knight card was famously pulled by
Attack: Intelligence versus Will.
Byron of Skiad as he plunged to earth
Hit: 2d6 + Intelligence modifier psychic damage.

9
12: The Master 14: Murder of Crows 15: Mystery
All tales come to an end in time. Listen: is that the beat of hungry wings I hear? Look beyond - oft-times it is the puppet that
Carrion calls, and crows come to feed! controls the puppeteer.
The Master appears to judge the decks
owner. See Moving On, above. The Deck of Illusions is noted in the records of Ronan of Krere is famous for two things:
Fog Port, where it was reputedly used to drive owning the Deck of Illusions, and his famously
13: Mockery away a pirate army. Cloaking a fishing sloop awful songs, which both blinded and deafened
How merry it shall be, when Kings bow before as the pirates flagship, the wizard Mherian his unwitting audiences.
paupers, and cats chase dogs in the street. sailed to the armadas heart, where he
summoned a vast murder of crows upon his Mystery Deck of Illusions Attack
Its said that the Cardmaster of Karnos was A wave of wild illusion crashes across your enemies,
still laughing when he was beaten down and enemies. They died in scores, yet the records
confounding them with its chaotic imagery.
murdered by his own court jester, even under state that no pirate suffered a single injury.
Encounter Illusion, Implement, Psychic
a rain of deadly blows. Standard Action Close blast 3
Murder of Crows Deck of Illusions Attack Target: Each enemy in the blast
Mockery Deck of Illusions Utility A swirling storm of feathers and biting beaks tears Attack: Intelligence versus Will
You conjure up an illusory absurdity that makes your at the minds of your enemies. Hit: 1d6 + Intelligence modifier psychic damage and
enemies convulse with laughter. Daily Illusion, Implement, Psychic, Zone the enemy is affected by a random condition until
Encounter Charm, Illusion Standard Action Area burst 1 within 10 squares the end of your next turn. Roll 1d6 for each creature:
Minor Action Close Blast 3 Target: Each enemy in the burst
Target: Each enemy in the blast Attack: Intelligence versus Will. 1d6 Effect
Attack: Intelligence versus Will Hit: 2d6 + Intelligence modifier psychic damage 1-2 Slowed
Effect: The target convulses with laughter, granting Effect: You create a zone of illusory crows that lasts
3-4 Immobilized
combat advantage to you and your allies until the until the end of your next turn. Enemies starting their
5 Dazed
end of their next turn. turn inside the zone take 5 points of psychic damage.
Sustain Minor: The zone persists until the end of 6 Blinded
Special: If this card is drawn from the deck, its range Miss: No damage, but the enemy is still affected by
increases to close burst 10 and the attack your next turn.
Special: If this card is drawn from the deck, you can the condition. Roll 1d4 and consult the table above.
automatically hits. The effect lasts until the end of
move the zone up to your speed as a minor action. Special: If this card is drawn from the deck, its range
their next turn, and then persists until save ends. increases to close burst 10.

10
16: The Prince A worm-eaten report from the duchy of
Who is most feared the king who condemns Sableroot details a strange encounter
you to death, or the executioner who carries between the old duke and one of his vassals; a
out his will? farmer by the name of Rudd. Stopping to
admonish Rudd for playing cards during the
Devlin Bashere is reputed to have drawn the
harvest, the duke suddenly found himself
Prince card during his battle with Karavakos
imprisoned behind magical bars: a strange
the Bloody, although records vary as to what
occurrence that the common folk took for a
effect it actually had. Devlin recorded all of his
good reason to pelt him with mud. So
encounters with the deck in The Scholars
ashamed was the duke that he fled to the
Guide to Benign Artifacts; a legendary treatise
distant island of Perimold, where its said he
that also detailed the mythical Orb of Light
became a pious monk.
and the Invulnerable Coat of Arnd. Sadly, all
known copies of the book were hunted down
The Prisoner Deck of Illusions Attack
and destroyed by the Cult of Vecna in their
A rusty iron crows cage clamps around your enemy,
infamous purge against the wizard.
freezing them in place.
Encounter Illusion, Implement, Psychic
The Prince Deck of Illusions Utility
Standard Action Ranged 10
You become glorious and terrible in the eyes of your
Target: One enemy
enemies.
Attack: Intelligence versus Will
Encounter Charm, Illusion
Hit: 2d6 + Intelligence modifier damage
Standard Action Close Burst 5
Effect: The target is restrained until the end of your
Target: You or one ally in the burst.
next turn.
Effect: Enemies cannot willingly attack the target 17: The Prisoner
Special: If this card is drawn from the deck, its
until the end of your next turn. Locks can be picked, or bars bent by brawn.
effects last until the end of your next turn, and then
Special: If this card is drawn from the deck, it targets Not so here; theres none as secure as the
persist until save ends.
you and all allies in the burst. prison that exists within your own mind.

11
18: Splendor According to legend, those who defied him
One mans beauty is anothers bane. Trust not would be thrown at his feet, and held down
the eye, when witchcraft is at work. whilst he whispered something horrible in
their ear. Some were struck dumb on the spot
Another rare account of the Deck of Illusions
and others went mad, but all who survived
tells of the seven esteemed daughters of Kung,
the ordeal never dared cross him again.
who would pass the cards between them to
spin illusions for their fathers pleasure. So
Terror Deck of Illusions Attack
great was their beauty, that a single word they
You become a nightmarish eidolon in the minds of
said in anger would strike the listener dumb.
your enemies, who stumble away from you in fear.
The story of the daughters disappearance is
Daily Aura, Fear, Illusion
still told amongst the steppe people. Though
Minor Action Personal
closely guarded behind locked doors, all seven Effect: You activate an Aura 2 that lasts until the end
daughters simply vanished one morning, of your next turn. Enemies who start their turn in
taking nothing with them but their the aura must move out of it by the end of their
nightclothes, and the deck of cards. turn or become dazed until the end of their next
turn.
Splendor Deck of Illusions Utility Special: If this card is drawn from the deck, the aura
You conjure a spectral aura of majesty around can be sustained with a minor action.
yourself that cows your enemies.
Daily Aura, Illusion 20: Thieves
Minor Action Personal Now you see us now you dont.
Effect: You activate an Aura 2 that lasts until the end
19: Terror As she was thrown to the lions, the
of your next turn. Enemies within the aura that take
Behold. We bring you gifts of horror and woe. Kashmelite robber Shiahn is said to have
damage from your or your allies attacks are dazed
(save ends). nodded to an accomplice in the crowd, who
One of the most obscure deck-owners was the
Special: If this card is drawn from the deck, the aura drew a card from a magical deck. Shiahun,
Plague King: the head of the beggars guild
lasts until the end of the encounter, or until dropped her accomplice, and the handsome son of the
in the poverty-stricken city of Harkness.
as a free action. Sultan all vanished in plain sight.

12
Thieves Deck of Illusions Utility Thunder Deck of Illusions Attack Its said that Cry ended his life by leaping from
You shroud yourselves in a veil of illusion that A cacophony of thunderclaps deafens your enemies the battlements of his castle. Others say he
mimics your surroundings. yet is unheard by your friends. didnt jump, but was instead carried off by a
Daily Aura, Illusion Encounter Illusion, Implement, Psychic, Thunder great wind. Whatever, his much-marveled
Minor Action Personal Standard Action Close blast 3 deck of cards was never found, and is now
Requirement: You must be in combat to activate Target: Each enemy in the blast believed to have passed on to a new owner...
this power. Attack: Intelligence versus Fortitude
Effect: You activate an Aura 2 that lasts until the end Hit: 1d6 + Intelligence modifier psychic and thunder
of your next turn. Within this aura, you and your damage and the enemy is dazed until the end of your
allies are invisible to your enemies, but not to each next turn.
other. Miss: Half damage, and the enemy is not dazed.
Special: If this card is drawn from the deck, the aura Special: If this card is drawn from the deck, its range
lasts until the end of the encounter, but ends if you increases to close burst 10.
attack.
22: The Whirlwind
21: Thunder Spin, my little weather tops!
Even in a dream of storms, the thunderclap
The Whirlwind Deck of Illusions Utility
still deafens.
You stand at the eye of a whirling tornado that
Keml the merchant headed a conspiracy to exists only in your enemies minds.
steal the Deck of Illusions from the wizard Daily Aura, Illusion
Mherian. As the only survivor of the Minor Action Personal
confrontation, Keml refused to speak of what Effect: You activate an Aura 3 that lasts until the end
had happened. In fact, in the years that of your next turn. If an enemy starts their turn inside
followed, Keml refused to answer questions the aura you can slide them 2 squares as a free
on many subjects, as he often didnt actually action.
Special: If this card is drawn from the deck, the aura
hear them. He had been struck completely
lasts until the end of the encounter, or until dropped
deaf by his ordeal.
as a free action.

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