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Magic Items in card form

Magic Items in card form

Magic items don’t have to be just magical swords, armor, wands and rings. They can also come in the form of magical cards. Add these card-based magical items to your game to reward (or bedevil) players at the table.

Love magic items? Then you’ll super-love Vault of Magic, a while book full of weird, fun, surprising magic items for any 5E game!

CORRESPONDENCE CARDS

Wondrous Item, Uncommon (Requires Attunement)
5,000 gp

Decorated like normal playing cards, these cards resemble large, lacquered ivory plaques. Each one is always paired with another identical card. Each card in the pair must be attuned to a different person. Once both cards are attuned, either attuned owner can use a charge to initiate audio and/or video contact with the other card for one minute, so long as they are both on the same plane of existence. The two cards share up to three charges, and regain one charge each dawn (or long rest in sunless realms).

Once per week, as an action, you can use a card to create a Medium-sized portal. The portal is the size of a normal door, leading from the location of one card to the other, anywhere on the same plane of existence. The portal remains open for one minute, or until it is dispelled, or dismissed as a bonus action. If one of the matching cards is destroyed, its twin become inert and useless.

DRAGON CARDS

Wondrous Item, Rare (Requires Attunement)
14,400 gp

This deck of twenty-four cards usually appears within a deck holder such as colorful cloth pouch stitched with arcane runes, an ivory puzzle boxes, or a small, lead-lined casket. Once attuned to the deck, a character can draw up to six cards from the deck until the following dawn.

As an action, you can throw a drawn card at a target within 30 feet of you that you can see. Thrown dragon cards automatically hit their intended target. The damage type varies according to the color of dragon depicted on the card. Use the Dragon Cards Damage Type table to determine the damage type when you draw the card. A card deals 2d6 damage of its type with the exception of the thunder dragon card, which instead does 2d4 thunder damage, and any creature Medium sized or smaller must make a DC 13 Strength saving throw or be knocked prone.

Dragon Cards Damage Type
d6Dragon ColorDamage Type
1Black DragonAcid
2Blue DragonLightning
3Gold DragonRadiant
4Red DragonFire
5Undead DragonThunder
6White DragonCold

You can throw up to six cards as a single action, at the same or different targets. If you try to draw additional cards per day beyond the limit, the cards immediately evaporate into black vapor and are expended. Any drawn card not used by the following dawn also evaporates and is expended.

SOULCAPTURE CARD

Wondrous Item, Very Rare
100,000 gp

This card can be found alone, or as part of a mundane or magical deck of cards. They are always found facedown or in the middle of a deck. The effects of a soulcapture card work only on Large creatures or smaller. They have no effect on a Huge or Gargantuan creature.

When you draw a card or turn it faceup, one of two things occurs:

  • Blank. If the face of the card is blank, the creature who drew the card (or looked at it first) must make a DC 15 WIS save. On a failure, it is drawn into the card where it is trapped indefinitely in a 10 ft. x 10 ft. foot extradimensional cube, and their image is displayed on the face of the card.
    While in the lit, featureless cube, a creature does not need to breathe, eat, or sleep, and it does not age in timeless imprisonment. A creature cannot free itself by any means from within the cell, but it can be released via a remove curse, dispel magic, wish or similarly powerful spell being cast directly on the card. Once the card has captured a creature in this manner, it cannot capture another creature (see below) until the next dawn (or 24 hours if the characters are in a sunless region).

  • Depiction. If the face of the card displays a creature’s image, the creature who drew the card (or looked at it first) must make a DC 15 WIS save. On a failure, it is drawn into the card where it is trapped indefinitely as described in the Blank effect.
    The creature whose image was depicted when drawn is released and immediately appears in the unoccupied space nearest the card. The creature thus freed is likely to be hostile due to its imprisonment. The GM can roll randomly on an encounter table to determine the type of imprisoned creature, or pick one that is appropriate to recent game events. The creature drawn into the card is now depicted on the face of the card.

about Adam W. Roy

Adam has been playing TTRPGs for almost forty years, and has been a freelance game writer and editor for decades. He has written for Kobold Press, Paizo, White Wolf, and others. He is also a full-time father, husband, and e-commerce guru…. He manages all of this by avoiding sleep altogether.

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