Aces of Sorcery

Wondrous Item, rare

These four cards, an ace of each suit, appear to be ordinary playing cards from a deck. When torn (as a free environmental action), they release a surge of magical energy that can replenish a sorcerer's power. Once torn, a card becomes non-magical.

When a sorcerer tears the Ace of Clubs, they regain 1 sorcery point. When they tear the Ace of Diamonds, they regain 2 sorcery points. When they tear the Ace of Hearts, they regain 3 sorcery points. When they tear the Ace of Spades, they regain 4 sorcery points.

If all four cards are torn within a 24-hour period, the sorcerer regains an additional 1d6 sorcery points.

If a non-sorcerer attempts to tear one of the cards, they take 2d6 psychic damage from the magical backlash.

GMs Note: The suits should be adjusted for your setting. For example, in the Forgotten Realms setting, the suits are flames, stones, waves, and winds.

Creation Notes

Inspiration words: points and rocket.

I really didn't want to do a literal rocket. (A salad also wasn't appealing.) Instead I was inspired by pocket rockets: a poker phrase for being dealt two aces.


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