Level: 2
Casting Time: 1 minute
Range: 30 feet
Components: S, M (a tarot deck worth at least 10 gp)
Duration: Instantaneous
You take a minute to shuffle and lay out three cards from your tarot deck and target a humanoid creature you can see within range. The creature makes a Charisma saving throw, which they may choose to fail if they are aware of you casting the spell. If they do not choose to fail, the DM keeps the result hidden from all players. On a failed save, you gain insight into the target's fate, learning aspects from their past, present, and future. On a successful save, the target is immune to this spell for 24 hours and the information you receive may be random or false.
In either case, the target is not inherently aware of the spell, but may make a DC 12 Arcana check to recognize what you are doing, if they notice you.
The DM answers three questions about the creature:
While the DM must be honest, the answers are cryptic and symbolic, based on the following tarot cards:
The World (Positive): Alignment with destiny, being in the right place.
The Sun (Positive): Great opportunity, learning, or glory.
The Star (Positive): New horizons, stepping beyond the known.
The Moon (Positive): Inner peace, self-realization.
The Lady (Positive): Beauty, greatness, nobility.
The Mother (Uncertain): Lingering legacy or secret.
The Mage (Uncertain): Daring talent, intellect.
The Emperor (Uncertain): Power and responsibility, charisma.
The Hierophant (Uncertain): Truth’s burden, insight, wisdom.
The Stranger (Uncertain): Unknown forces, shifting fate, dexterity.
The Warrior (Uncertain): Bold action, inner strength.
The Guard (Uncertain): Vigilance, defense, constitution.
The Chariot (Uncertain): Advancing toward destiny.
The Hag (Negative): Past sins, curses, misfortune.
The Tower (Negative): Looming threat, loss of control.
The Noose (Negative): Dire consequence, critical choice.
Death (Negative): Endings, loss, necessary change.
Judgment (Negative): Consequences, vengeance returned.
The Devil (Negative): Interference, corruption of fate.
The Thorn (Negative): Immediate danger, betrayal.
Justice (Positive): Fulfillment of destiny, cosmic order.
The Rose (Positive): Unexpected beauty, joy, good fortune.
Classes: Druid, Cleric