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My friend’s character, Morrow. Love you, you thieving bastard
some of hex’s final cards the translation is up top
The Card Caster: 5th Edition Hombrew Archetype
The card caster uses a set of arcane tarot cards to release powerful magic, playing cards to cast spells—although the caster, as intelligent as they may be, may not always have control over what spells are cast by their hands.
The fifth edition rules treat the card caster as a new wizard tradition that focuses on using tarot cards to cast spells, which you can choose starting at 2nd level.
Hex my magical elemental is a card caster, his cards can do shields, heals and boost for either jade, Ivan, or navi. I’m experimenting and trying to figure out the the card designs. my two inspiration are those paper anime talismans, and those collectable cards. I'm not sure what to do, so if any of you guys have thoughts please share. I love to hear them
I'm using my magic language that I made before it on https://rollforfantasy.com/tools/language-generator.php
The word of the card is magic
With a new DnD campaign on the horizon i think i’ve finally settled on a character; that being this lovely lady, who uses tarot cards as base for spellcasting.
Card Caster (Magus Archetype)
*hums the X-Men cartoon theme* Oh, hey there! Today’s archetype reminds me of a pretty famous character from a certain mutant-based comic book, and for good reason. The Character Gambit’s mutant ability was the ability to unlock and infuse objects with their own kinetic energy, turning thrown items into deadly projectiles, typically playing cards, but any thrown weapon would do. In the same way, a magus of this archetype infuses arcane power into a deck of cards, typically a harrow deck, and unleashes them at range upon foes. As a weapon, a card deck actually makes a lot of sense, since a single deck contains many cards, they are lightweight, and mass isn’t an issue as far as their power goes, gaining all of their damaging might purely through the arcane power invested in them. These spell warriors take it a step further though, drawing upon the mystic association of a harrow deck’s symbology even further, gaining greater power. Of course, they can use any other sort of thrown weapon, including other types of card decks, but harrow seems to work best.
Charging cards with latent magic is the first thing these specialists learn. As long as they have even a little dredge of their weapon-enhancing power, they can do so with negligible investment. Such cards fly true and pierce deep as if they were actually designed for combat. Rather than enhance their melee weapons, card casters instead focus their arcane powers on empowering their ranged methods of attacks, including entire harrow decks, even providing them with various enhancements associated with true magical ranged weapons. Similarly, they can even channel touch spells through their thrown cards, making them into a powerful ranged delivery method. Furthermore, when using a harrow deck as a weapon, the individual cards they draw to attack resonate with them. The closer the card is to matching their own moral compass, the more deadly it can be, especially if they strike a foe’s vitals. Want a fun ranged magus character and an excuse to pull out that harrow deck you bought? This could be the answer you’re looking for. Keeping track of what cards you’ve used is super important, as it being honest in your shuffling methods. I recommend a build focusing on touch and accuracy spells, rounded out with a few area effect options and maybe a buff or two in case you get stuck in melee.
As easy as it is to just call this archetype a method of recreating Gambit or perhaps a gambler final fantasy character in pathfinder, let’s take a moment to think about why this archetype works. Cards, at their most fundamental, are a collection of symbols, each individual card being a repository for its specific symbol. In playing card games, and especially trading card games, this symbology defines the rules associated with each card, as well as its value within the game. Harrow cards and their real-world equivalent, Tarot cards and other mysticism-associated decks instead carry the symbolism of particular fates and possibilities, allowing them to be used for such arts. It is that almost scroll-like symbolism that allows them to be used by card casters and the like as a reservoir to fill with power and use. Whether you use the harrow deck or adapt a different card set to work with this archetype (such as giving it a draconic feel by using Three Dragon Ante), the fact that these mage-warriors use what is considered a sacred symbol of certain cultures carries mixed associations with it. Some may see them as sacred guardians of the tradition, while others view the destruction of individual cards, and the ruining of entire decks by using even one card in this way, as blasphemous and dangerous.
The Red Deck of the Reaching King, more commonly called The Red, is most common in the City of Portents: Ebershar. However, not all who use the deck do so to predict the future, but to ensure it. Magical assassin guilds have perfected the technique of turning each card into a deadly weapon, like a thrown dagger charged with deadly magic. Still devoted to the aspect of fate and karma, they view the symbology of each card they use as a symbol of whether or not they were right to accept the contract.
Myrox the Gambler doesn’t like to be found, no fetchling does, but the party needs him to help get into the underground city of Kyduss. Careful diplomacy is needed to keep him calm and set up for bargaining, for if frightened or angered, he will not hold back, turning the gambling pieces on the table into deadly weapons, especially the cards.
In most circles of mysticism, it is considered disrespectful to use a Harrow deck for games, even those with no money at stake. So when a gambling hall begins setting up tables for games of Towers, the uproar among the locals and the mage class is strong. But little do they realize that the casino has gone beyond simple blasphemy, and has begun teaching the magical martial art of the cards to their dealers, turning them into deadly enforcers against those who would take matters into their own hands.