Deck Of Many Things Dmg
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This innocuous deck of cards has had countless incarnations, starting all the way back in the very first Grayhawk supplement for 1st edition D&D. And while it has gone through various changes it has remained true to its core concept of throwing a big pile of chaos into a stale campaign. What does the deck do? How does it actually work? Pick a card if you dare as we go through everything you need to know.
What the deck is though is a whole heap of chaos. Whenever a player draws a card something happens depending on the card drawn then disappears. Some of the D&D deck of many things 5E campaign cards are good, some are bad, and some will completely derail your campaign.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
5e3eDeck of Many ThingsBasic InformationOther namesDeck of HazardsTypeMagical set of cardsAvailable fromFaerûnZhentil Keep, MoonseaRules Information3rd Edition StatisticsAuraStrong transmutationCaster level20th4th Edition StatisticsLevel11+5th Edition StatisticsRarityLegendaryAttunementNoneA deck of many things, also known as deck of hazards, was an assortment of magical cards or metallic plates that were arranged in a set deck. They were enchanted with great magic that was never to be used lightly.
While each deck of many things was different, they held some common properties. The majority of decks found contained 13 cards, while approximately 1/4 of them held 22. They were typically made of vellum or ivory, but could also be cast from thin sheets of metal. They were often kept in a small pouch or ornate box.
The cards were named and each was adorned with a unique portrait that shimmered with a radiance of power. A 13-card deck included the sun, moon, star, throne, key, knight, the void, flames, skull, ruin, euryale, rogue and jester cards, while a 22-card deck added the vizier, comet, the fates, gem, talons, idiot, donjon, balance and fool.
The exact powers of each individual deck were not known until the cards were drawn. Before this, an individual declared how many cards they intended to draw. They did so randomly and had to wait one hour before drawing again. Any extraneously drawn cards had no effect and if an individual failed to draw the number of cards they'd previously declared, then all the remaining cards flew from the deck and took effect.
Once a card was successfully drawn, its magic immediately took effect and then it faded into oblivion, but instantly reappeared as part of the deck. This made it entirely possible that the same card was drawn more than once. The exception to this rule were the fool and jester cards, which truly disappeared once drawn.
The original decks of many things were created by the ancient Empire of Netheril. Then, these decks were nothing but decks of game cards known as decks of hazards. This casual deck-building game was played with slightly enchanted cards competitively. After the fall of Netheril, the magic contained in surviving decks steeped and swelled into the potent cards known across the Realms for their dangers and possible beneficial effects.
In the Dungeons & Dragons fantasy role-playing game, the Deck of Many Things is a powerful fictional magic item. The item comes in the form of a deck of cards, each one causing a distinct effect upon the character who draws it. These effects can be either beneficial or baneful.
The deck of many things first appeared in the Dungeons & Dragons game's first supplement, Greyhawk (1975). This version of the deck contains 18 cards, corresponding to the ace, king, queen, and jack of each suit (hearts, diamonds, spades, and clubs), and one joker. The deck also appears in the original Dungeon Master's Guide (1979). This version comes in packs of other 13 cards or, more rarely, 22 cards. The 13-card deck contains cards corresponding to the king, queen, and jack of each suit, as well as a joker; the 22-card deck contains the same cards, with the 2 and ace of each deck as well as the trademark joker. A 78-card tarot deck of many things appeared in Dragon #77 (September 1983). The deck from the first edition Dungeon Master's Guide also appeared in the second edition Dungeon Master's Guide (1989); it also appeared in the Encyclopedia Magica Vol. 1 (1994) along with a reprint of the tarot deck. The 22-card version of the deck appeared in the 3rd edition and 3.5 edition Dungeon Master's Guide as well.
A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own.
Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below.
A staff of the magi gives the wielder spell resistance 23. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. (Thus, absorbing spells can be risky.)
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly [...] Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
But it doesn't seem to specify an upper limit to how many cards can be picked. Is there one? Because of how dangerous the Deck of Many Things can be, I've only ever seen people pick up to 3, but could you declare 10? 30? 100?
The Deck of Many ThingsDepiction of nine cards from the Deck of Many Things from Dungeons Master Guide, p. 163.[art 1]General InformationTypeWondrous ItemRarityLegendaryAttunementNoPropertiesDraw cards to create powerful magical effects, both fortunate and ruinousHistorical InformationOwnerGrog Strongjaw (formerly)FateLocked away in the Platinum SanctuaryThe Deck of Many Things is a legendary wondrous item. Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. As soon as a character draws a card from the deck, its magic immediately takes effect. Each card has a different effect: either amazing and great or immensely destructive. The cards are split about 50/50 between good and awful, and it is widely regarded as one of the most powerful artifacts in Dungeons & Dragons. As Liam put it, "you could destroy the world".
While looting the lair of Thordak beneath Emon, Grog began searching for "unique-looking knick-knacks or really lovely/dangerous-looking weapons." One of the items he found was a beautifully engraved wooden box. After prying it open by breaking it in half, a small leather sleeve fell out. Grog opened the sleeve and saw about thirteen tarot cards. Before Grog could throw the deck into nearby lava, Vex came over and told him to hold onto it until she had time to look around for other cool stuff.
Intrigued by the cards, Grog pulled one from the middle of the deck. Travis drew the Queen of Spades, which Matt misread as "Key". Thus, Grog was awarded a rare magic weapon: a Dancing Sword.
Grog tried to stealthily pocket the remaining twelve cards, but he failed with a Natural 1. Grog almost threw them, and Vex picked up the deck. Being a studious child, Percy had read myths and legends about glory and woe all revolving around the Deck of Many Things. Before Vex could pull a card (tempted by Grog's explanation that they create weapons), Percy warned her not to draw and to be very careful: those cards could make a lot of bad things. Vex closed the case and stuffed it in her shirt. 2b1af7f3a8