To all who follow this suffering trail, recall these words of one too frail. He whose hand revealed in darkest light, an appointment with eternal night. Time and Khoronus set forth the rules forever unchanged yet changing fools. The scaled Great One mined the Spheres, bringing forth the material fears. Razud's power grew from each thunderous clap, each turning card, each deadly trap. Diulanna wrapped the deck in thought, hoping by heroes it might be sought. And in the end came Masauwu's kiss, the gift of the endless, black abyss. Cards of Matter: (earth, opposed to Time) The Dragon (PC gains a power of a dragon, a nearby dragon loses the power) The Gem (PC gains a flawless gem) The Forest (PC can morph into a forest creature, but trapped in one particular forest) The Giant (PC's strength 19 for one year, then 3 for one year) The Sword (PC's sword becomes magical, or nonsword cursed) The Treant (PC's skin hardens into bark) Cards of Energy: (fire, opposed to Thought) The Arena (Monsters materialize nearby, PC gains level if survives) The Enemy (A powerful extraplanar creature summoned, must destroy PC to return) The Flame (PC immune to flame, cast Burning Hands 3/day, 2xdamage from cold or ice) The Storm (PC immune to electrity, cast Shocking Grasp 3/day, 1d4 hp damage/round if immersed in water) The Mage (PC immune to all spells, cannot cast magic or use magic items) The Sun (All scores boosted to 19. After 24 hours, PC bursts into flames and dies) Cards of Time: (water, opposed to Matter) The Elf (PC morphs into elf, or gains 5000XP if already elf) The Healer (PC regenerates 1hp/turn, except fire/acid) The Hourglass (PC ages 30 years, must make system shock roll) The Moon (PC gains 2 Dex. PC becomes lycanthrope) The Sleeper (PC falls asleep for 10 years per level) The Tower (Card turns into Daern's instant fortress) Cards of Thought: (air, opposed to Energy) The Fool (PC's Wis reduced to 6) The Idiot (PC's Int reduced to 6) The Mentor (PC's Int 19 for one year, then 3 for one year) The Rogue (PC's alignment shifts to chaotic or gains one level if already chaotic) The Scales (PC's alignment shifts to lawful or gains one level if already lawful) The Stars (PC's Wis 19 for one year, then 3 for one year) Cards of Entropy: (opposed to all) The Arrow (PC +4 when using bows, -4 when targeted by bows) The Asp (PC has -4 penalty to save vs all poisons, and all poison damage doubled) The Dagger (PC's dagger cursed, or favorite weapon becomes magical) The Gauntlet (PC -4 attack/damage, enemies +4 for one week. If survives, gains one level) The Spectre (Turns into spectre by night, PC by day never remembers) The Tomb (PC affected by Imprisonment spell)