Deck of Illusions~~


Enc.: 0.5#
IS: Special *
Aura: Faint illusion
XP: 1,500
GP: 15k
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Magic Items
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UA

<
* roll d6:
1-2 = ivory box
3-4 = leather box
5-6 = thin wood box

if the box fails an item save,
then the deck itself saves as parchment.
>

<make links for above>

This deck of cards is usually found in an ivory, leather, or wood box.
A full deck consists of 34 of these plaques.
When one is drawn at random and cast out,
an illusion with audial and visual components is formed. <equiv. to improved phantasmal force ?>
It lasts until it is dispelled.
The illusory creature will not go more than 30 feet away from where the card lands when it is thrown,
but will otherwise move and act as if it were real.
When the illusion is dispelled,
the card becomes blank and cannot be used again.
If the card is picked up from where it lies,
the illusion is automatically and instantly dispelled.
The cards in a deck and the illusions they bring forth are as follows:
 
JOKER = Illusion of the Deck's Owner - - JOKER = Illusion of the Deck's Owner
Ah = Red Dragon Ad = Beholder As = Lich Ac = Iron Golem
Kh = Fighter and 4 Guards Kd = Magic-user and 1 Apprentice Ks = Cleric and 2 Underpriests Kc = Thief and 3 Cohorts
Q = Succubus Q = Night Hag Qs = Medusa Q = Erinyes
Jh = Druid J = Assassin J = Monk Jc = Bard
10h = Cloud Giant 10 = Fire Giant 10s = Frost Giant 10 = Ettin
9 = Hill Giant 9d = Ogre Mage 9s = Troll 9c = Ogre
8h = Bugbear 8d = Gnoll 8s = Hobgoblin 8c = Orc
2h = Goblin 2d = Kobold 2s = Goblin 2c = Kobold

<randomly determine age & size of the red dragon>
<RG can be used for details of the lich>
<RG can be used for details of the K cards>
<the following notes are from DMG.3.254>
<Kh could be a cavalier: referred to as Knight of Swords at DMG.3.254>
<Kd could be a male elf wizard & a female apprentice : DMG.3.254>
<Ks could be three human male clerics : DMG.3.254>
<Kc could be three male halfling rogues (thieves) : DMG.3.254>
<Jc could be female half-elf bard : DMG.3.254>

The cards in a particular deck may differ from these,
and a deck may be discovered with some of its plaques missing.
The illusions perform normal routines and respond to attacks;
i.e.,
DMs are to play them as if they were real creatures.

<DMG.3.5.254:
1 in 10 chance to be missing d20 cards.
as well, this source notes to reduce the value of the deck (1E: XP & GP) by a corresponding amount, in this case>

<DMG.3.5.254:
Aura = Faint illusion>

<DMG.3.5.254:
Item Creation = major image (spectral force, in 1E)>