Spellcasters Deck
The deck looks like a set of Tarot cards, 4x2.5”. The back side is blue with a white diagonally squared pattern. The front side of the card looks like regular tarot cards for your culture until the user starts casting a spell. When a spell is cast using the deck, the face side will show an image that relates, in the mind of the caster, to the spell being cast. For example a magician casting a lighting bolt may show a image of a tower being struck by lightning. Or a rat biting a power cable. Or a knight being electrocuted inside his full plate armour. The image makes sense to the caster, not necessarily to anyone else.
Casting a spell using the deck, the caster draws a card, looks at it, if he wishes to he shows it to anyone else (just for effect) and throws it towards the intended target. Mid flight the card disappears and turns into the spell cast, with any visual effects that may have (e.g. A huge ball of fire).
System
- Spells are cast with one less round of preparation.
- A spell that would have been instant without the deck is cast with a 10% action (instead of 20%), and at the casters initiative instead of in the magic phase.
- If the caster shows the card to the targets before throwing it, he gets a +5 to his spell casting roll.
- Cards are not actually lost while casting, it’s more a visual effect than physically throwing something.
- Normally requires two hands to use. Can be used with just one hand with a successful trickery roll. Failed Trickery means losing one round picking up the dropped card (no parry, attacks at +20.). The caster can not cast magic until he has picked up the card. Fumbled trickery means 1d10 rounds to pick up the easy to find cards, then two successful perception rolls to find the two cards that got lost.
- Attunement is trivial (+50), but takes two weeks during which time the caster can not use magic.
- Once attuned, the user can only cast spells using the deck. If he should lose the deck he is unable to use any magic for a six weeks withdrawal period.
- Rolling 66 on any spell casting roll means that the spell has twice the effect, and affects both the caster and the intended target.
History
Created in year 1054, Third era, by Malgonor the Loari blood alchemist. By sacrificing a young mage with the “subconscious preparation” background option, he managed to infuse the ability into a magical item.