IV – The Emperor

IV – The Emperor

|250

Element: Fire

Bloodline: None

Difficulty of saving throw :
8 + Proficiency bonus + Charisma modifier

Upright symbol

- Authority, Power
- Limitations, Structure, Root

Reverse symbol

- Domination, Control
- Inflexibility, Rigidity, Weakness

Minor Effect

Aura of Domination

Range : a creature in the field of vision
Duration : (Charisma modifier) turns

By channeling the authority and charisma of the Tarot Emperor, you project a dominant and persuasive aura onto a creature you can see. The target must pass a Wisdom saving throw or be influenced by your charisma. For (Charisma modifier) turns, the target is unable to attack you.
At the end of each round, she can break the authority of the Emperor.

Major Effect

Crown of Authority

Range Self
Duration : Focus up to 1 minute

By channeling the supreme authority of the Emperor of Tarot, you don a crown of imperial energy that emanates from you. For 1 minute, you enjoy the following benefits:
- You gain a +2 bonus to your Charisma attribut
- You can use one action to project your imperial authority. All hostile creatures within the 9-meter radius must pass a Charisma saving throw or be temporarily subjugated by your command. Creatures thus subjugated are unable to attack you or your allies, but can still defend themselves against other threats. A subjugated creature can repeat its saving throw each turn to end this effect.

XXI. – The World

XXI. – The World

|250

Element: Earth
Bloodline : None

Difficulty of saving throw : /

Upright symbol

- Achievement, Success
- Travel, Mobility

Reverse symbol

– Inertia
- Break, Stop

Minor Effect

Harmony of Essence

Radius : 9m
Duration : Focus up to 1 minute

By channeling the power of unity and balance from The World, you create an aura of harmony around you. All friendly creatures within a 9-meter radius of you receive a +2 bonus to their saving throws, as well as to their attack and damage rolls. They are also immune to fear and charm conditions.

Major Effect

Cosmic Awakening

Range Self
Duration : 1 minute

By channeling the infinite power of The World, you achieve a cosmic transformation. You become an awakened entity, acquiring universal knowledge and wisdom. Your body is enveloped in an aura of pure cosmic energy, and you gain the following benefits:

- You become immune to damage from all source
- Vous bénéficiez d'un bonus de +4 à tous vos jets de sauvegarde.
- Your attack rolls inflict additional damage equal to your Charisma modifier.

XX - Judgment

XX - Judgment

|250

Element: Fire
Bloodline : Via Phoenix

Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier

Upright symbol

- Mission, Awakening
- Final decision

Reverse symbol

- Denial, Ignorance
- Misjudgment

Minor Effect

Revealing the Truth

Range : voice range
Duration : Instantaneous

By channeling the Judgment Tarot card's power of judgment, you perceive the hidden truth surrounding a creature you choose within the area of effect. You can ask the target a question, and it must answer truthfully, if it is able to do so. The target may succeed in a Wisdom saving throw to resist the effect and not have to answer. In all cases, the target loses its next action.

Major Effect

Radiant Redemption

Range : 36m
Duration : Instantaneous

By channeling the purifying power of Judgment, you project a dazzling burst of light and spiritual force towards a target within a 36-meter radius. The target must pass a Constitution saving throw or suffer 8d10 radiant damage.

XIX – The Sun

XIX – The Sun

|250

Element: Fire
Bloodline : Via Solaris

Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier

Upright symbol

- Optimism, Happiness
- Energy, Success

Reverse symbol

- Failure
- Defeatism, Sadness

Minor Effect

Benevolent Radiation

Radius : 9m
Duration : Focus up to 1 minute

By channeling the radiant power of The Sun, you emit a beneficial glow that bathes the area around you. For the duration, all friendly creatures within a 9-meter radius of you gain advantage on saving throws against fear effects, as well as on attack and damage rolls with weapons that inflict radiant damage.

Major Effect

Nova Solar

Radius : 30m
Duration : Instantaneous

By channeling the fiery power of The Sun, you unleash a devastating solar explosion that engulfs the area around you. All creatures within a 30-meter radius must pass a Constitution saving throw or suffer 10d10 fire damage and 10d10 radiant damage. Creatures who succeed in their save take half the damage.

XVIII – The Moon

XVIII – The Moon

|250

Element: None
Bloodline : Via Lunae

Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier

Upright symbol

- Dreams, Intuition
- Illusion, Imagination

Reverse symbol

- Revelation
- Betrayal

Minor Effect

Lunar vision

Range : Touch
Duration : 1 hour

By channeling the mystical power of the Moon, you grant a creature you touch the ability to see in the dark. For the duration of this power, the target is able to see in the dark up to a distance of 18 meters.

Major Effect

Lunar Illusion

Radius : 9m
Duration : Focus up to 1 minute

By channeling the illusory power of the Moon, you create a magical illusion that deceives the senses of creatures in the targeted area. All creatures within a 9-meter radius must succeed on a Wisdom saving throw to remain unaffected by the illusion. Creatures who fail perceive an altered reality where they see moving shadows, distorted shapes and lunar illusions. This imposes a disadvantage on attack and saving throws, as well as a disadvantage on perception and the ability to distinguish reality from illusion.

XVII – The Star

XVII – The Star

|250

Element: Water
Bloodline : None

Difficulty of saving throw :

Upright symbol

- Hope, Spirituality
- Wishes granted

Reverse symbol

- Loss of hope, Sadness
- Disappointment

Minor Effect

Benevolent Light

Radius : 9m
Duration : Focus up to 1 minute

By channeling the healing power of the Star, you create a soft, comforting light that illuminates the area around you. For its duration, a ray of sacred light emanates from you, illuminating a 9-meter radius. Creatures in this area recover 1d6 hit points at the end of their turn, as long as they remain within the area of effect.

Major Effect

Celestial Resurrection

Range : Touch
Duration : Instantaneous

By channeling the regenerative, celestial power of the Star, you are able to bring a dead creature back to life. When you cast this effect, you touch a creature that has been dead for less than 1 minute. This creature is immediately brought back to life with all its life points, provided it has not died of old age. In addition, the creature gains resistance to all types of damage for 1 hour.

XVI – The Tower

XVI – The Tower

|250

Element: Fire
Bloodline : Via Arénéa

Difficulty of saving throw :
8 + Proficiency bonus + Strength modifier

Upright symbol

- Chaos, Revolution
- Sudden change, Accident

Reverse symbol

- Calm before the storm, Fear of change
- Crisis avoided

Minor Effect

Burst of Ruin

Range : 36m
Duration : Instantaneous

By channeling the destructive power of The Tower, you project a burst of destructive magical force towards a target within a 36-meter radius. The target must pass a Dexterity saving throw or suffer 3d8 force damage.

Major Effect

Cataclysmic collapse

Range : 90m
Duration : Instantaneous

By channeling the devastating power of The Tower, you trigger a cataclysmic collapse over a wide area. You choose a point within a 90-meter radius. All creatures within a 15-meter radius of the point must pass a Dexterity saving throw or suffer 12d8 force damage. Creatures who succeed in their save take half the damage.

XV – The Snake

XV – The Snake

|250

Element: Fire
Bloodline : Via Serpentis

Difficulty of saving throw :
8 + Proficiency bonus + Dexterity modifier

Upright symbol

- Materialism, Jealousy
- Negativity, Addiction

Reverse symbol

- Release
- A new beginning

Minor Effect

- Venomous bite

Radius : 1 cible ds 9m
Duration : Instantaneous

By channeling the insidious power of The Snake, you project a jet of poisoned venom at a creature within a 9-meter radius. The target must succeed in a Constitution saving throw or suffer 2d6 poison damage, or half the damage if successful.

Major Effect

Suffocating entanglement

Radius : 6m
Duration : Focus up to 1 minute

By channeling the strangling power of The Snake, you conjure up a tangle of shadows and spectral snakes that writhe around creatures in a 6-meter radius. Creatures in the area must pass a Strength saving throw or be hindered by the spectral snakes. Restrained creatures suffer 4d8 necrotic damage at the end of each turn, and must succeed on a Constitution saving throw to end the effect.

XIV - Temperance

XIV - Temperance

|250

Element: Water
Bloodline : Via Unicornis

Difficulty of saving throw :

Upright symbol

- Moderation, Balance
- Patience, Healing

Reverse symbol

- Unbalance, Chaos

Minor Effect

Calming harmony

Range : Touch
Duration : Instantaneous

By channeling the balanced power of Temperance, you touch a creature and bring it soothing harmony. The target recovers a number of hit points equal to 1d8 + your Wisdom modifier. In addition, the target gains advantage on saving throws against effects that inflict damage during its next turn.

Major Effect

Fountain of Serenity

Radius : 9m
Duration : Focus up to 1 minute

By channeling the balancing power of Temperance, you create a magical fountain of serenity that soothes and heals those nearby. For the duration of the effect, you enjoy the following benefits:

  • Healing aura : Allied creatures who start their turn within a 9-meter radius of you recover a number of hit points equal to 2d8 + your wisdom modifier.
  • Balanced Protection : Allied creatures within the radius of the healing aura gain advantage on saving throws against effects that affect them negatively.

XIII – The Death

XIII – The Death

|250

Element: Water
Bloodline : Via Lupus

Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier

Upright symbol

- Ending, Transition
- Release

Reverse symbol

- Stagnation, Immobility
- Resistance to change

Minor Effect

Weakening Touch

Range : Touch
Duration : Instantaneous

By channeling the transformative power of Death, you touch a creature, temporarily draining its vitality. The target must succeed at a Constitution saving throw or suffer 4d8 necrotic damage, or half the damage if successful. If the target fails its saving throw, it also suffers a disadvantage to its next attack and saving throw on its next turn.

Major Effect

Emprise Mortelle

Range : Special
Duration : Focus up to 1 minute

By channeling the inexorable power of Death, you invoke a deadly hold on the creatures around you. For 1 minute, you gain the following benefits:

  • Aura of Death : Hostile creatures starting their turn within 9 meters of you take 6d8 necrotic damage. They can succeed in a Constitution saving throw to halve the damage.
  • Reaper's Hand You can use an action to project a skeletal hand towards a creature within a radius of 18 meters. The target must succeed in a Strength saving throw or be seized by the reaper's hand. The seized creature is immobilized and suffers 8d8 necrotic damage at the end of each turn. The creature can attempt the saving throw again at the end of each turn to end the effect.

XII – The Weaver

XII – The Weaver

|250

Element: Water
Bloodline : None

Difficulty of saving throw :
8 + Proficiency Bonus + Intelligence Modifi

Upright symbol

- Letting go
- Waiting

Reverse symbol

- Trapped
- Feelings

Minor Effect

Thread of Destiny

Radius : 9m
Duration : Focus up to 1 minute

By channeling the power of the Weaver, you manipulate the threads of fate that bind creatures together. For 1 minute, you enjoy the following benefits:

  • Woven hindrance : You can use a bonus action to project a magic thread at a creature within a 9-meter radius. The target must succeed in a Strength saving throw or be hindered by the magic threads. The creature can attempt the saving throw again at the end of each turn to end the effect.
  • Premonition : You can briefly predict your opponent's movement. You have the advantage on initiative and Dexterity rolls to avoid attacks of opportunity.

Major Effect

Weaving Fate

Radius : 6m
Duration : Focus up to 1 minute

By channeling the spellbinding power of The Weaver, you weave an intricate web of intertwined destinies. For 1 minute, you enjoy the following benefits:

  • Bewitching Web : You can use an action to project a net of magic threads into an area with a radius of 6 meters. Creatures in the area must pass a Dexterity saving throw or be immobilized by the magic threads. Creatures can attempt the saving throw again at the end of each turn to end the effect.
  • Thread handling : You can use a bonus action to briefly alter the threads of fate. You can swap the places of two Medium-sized or smaller creatures within a radius of 18 meters. The creatures must succeed in a Charisma saving throw to resist this effect.

XI - Justice

XI - Justice

|250

Element: Air
Bloodline : None

Difficulty of saving throw : 8+ proficiency bonus + Wisdom modifier

Upright symbol

- Honesty, Equity
- Truth, Justice

Reverse symbol

- Unfairness, Deception
- Preconceived ideas

Minor Effect

Jugement Clair

Range : attack or skill
Duration : Focus up to 1 minute

By channeling the power of the Justice of the Tarot, you gain clear judgment and piercing vision. For 1 minute, you enjoy the following benefits:

  • Penetrating Perception : You have the advantage on Perception and Investigation rolls.
  • Fair Judgment : Once per turn, when you make a successful attack or skill roll (against a target), you can inflict an additional 1d6 radiant damage to the target.

Major Effect

Pendulum of Justice

Radius : 9m
Duration : Instantaneous

By channeling the power of Justice from the Tarot, you summon the divine pendulum of justice to punish the guilty and protect the innocent. All hostile creatures within a 9-meter radius must pass a Constitution saving throw or suffer 8d8 radiant damage, or half the damage if successful. Creatures suffering damage are also afflicted by the "Judgment" state, which inflicts a disadvantage on all attack and saving throws for 1 minute. They can redo their saving throw each turn to end this effect.

X- The Wheel of Fortune

X- The Wheel of Fortune

|250

Element: None
Bloodline : None

Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier

Upright symbol

- Luck, Destiny, Lifecycle
- Change, Improvement

Reverse symbol

- Bad luck
- Negative forces

Minor Effect

Lucky Fluctuation

Radius : 9m
Duration : Focus up to 1 minute

By channeling the changing, unpredictable energy of the Wheel of Fortune, you give yourself fluctuating luck. For 1 minute, you enjoy the following benefits:

- Unexpected luck: Once per turn, when you fail an attack, skill or saving throw, you can re-roll the die and choose the best result.
- Fluctuation of luck: You can use a bonus action to grant an advantage to an ally or impose a disadvantage on an enemy within a radius of 9 meters. This luck manipulation power lasts until the end of your next turn.

Major Effect

The Wheel of Fortune

Radius : 18 m
Duration : Focus up to 1 minute

By channeling the cosmic power of the Wheel of Fortune, you invoke a tangible manifestation of destiny. For 1 minute, you enjoy the following benefits:

- Wave of Destiny: You can use an action to project a wave of destined energy. Hostile creatures within a 9-meter radius must succeed on a Constitution saving throw or suffer 4d8 force damage. Creatures who succeed in their saving throw suffer half the damage.
- Whirlwind of Chance: Whenever an attack, skill or saving throw is made within a radius of 18 meters of you, you can use a reaction to impose a disadvantage or grant an advantage to the throw.

IX - The Hermit

IX - The Hermit

|250

Element: None
Bloodline : Via Draconis

Difficulty of saving throw : /

Upright symbol

- Wisdom, Calmness
- Teaching, Research

Reverse symbol

- Lack of judgment, Repeated errors
- Loneliness

Minor Effect

Revealing Flame

Radius : 6m
Duration : Focus up to 1 minute

By channeling the illuminating wisdom of the Hermit of Tarot, you summon a sacred flame that glows intensely, lighting your way and revealing hidden secrets. For 1 minute, a glow emanates from you within a 6-meter radius. The following benefits are conferred:

- Night vision: You can see in the dark as if by bright light, within a 6-meter radius.
- Illusion revelation: You have advantage on saving throws to detect illusions and can see through magical illusions within the effect's range.
- Disturbing glare: Any hostile creature starting its turn in the radius or entering the radius for the first time during a turn suffers 1d6 fire damage.

Major Effect

Transcendent Wisdom

Radius : 9m
Duration : Focus up to 1 minute

By channeling the profound wisdom of the Hermit of Tarot, you transcend your understanding and access divine knowledge. For 1 minute, you gain the following benefits:

- Limited Omniscience: You have access to in-depth knowledge about a person. You gain advantage over actions towards that person.
- Aura of wisdom: Friendly creatures within a 9-meter radius of you gain advantage on saving throws against charm and fear effects.
- Radiant Radiance: Any hostile creature starting its turn within a 9-meter radius of you takes 2d8 radiant damage.

VIII – The Force

VIII – The Force

|250

Element: Fire
Bloodline : Via Léo

Difficulty of saving throw :
8 + Proficiency bonus + Strength modifier

Upright symbol

- Control, Self-confidence, Motivation
Focus, Endurance

Reverse symbol

- Fear, Anxiety
- Abandonment, Loss of control

Minor Effect

Animal strength

Range Self
Duration : Focus up to 1 minute

By channeling the raw power represented by the Force card of the Tarot, you unlock your inner power. For 1 minute, you enjoy the following benefits:

- Superhuman strength: Your Strength score is increased by +2.
- Powerful strike: When you hit a creature with a close combat attack, you inflict an extra die of damage.

Major Effect

Heroic Domination

Range : 18 m
Duration : 1 minute

By channeling the majestic power of the Force of Tarot, you impose your superior will on enemy creatures. For 1 minute, you can attempt to mentally dominate a creature of size Large or less than 18 meters. The target must pass a Wisdom saving throw or be charmed by you for 1 minute. The charmed creature is under your control and follows your orders. It can make a new saving throw each time it suffers damage or if you give it a suicidal order.

VII - The Chariot

VII - The Chariot

|250

Element: Water
Bloodline : Via Ursa

Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier

Upright symbol

- Control, Willpower, Self-confidence
- Progress, Success

Reverse symbol

- Abandonment, Trial and error
- Problem

Minor Effect

Quick Charge

Range Self
Duration : 1 minute
By channeling the dynamic energy of the Chariot of Tarot, you increase your speed and agility. For 1 minute, your movement speed is increased by 9 meters and you benefit from the following advantages:

- Fierce Charge: When you use the Attack action, and if you've moved before, you can perform an extra attack using your bonus action. This extra attack is performed at a disadvantage.
- Acrobatic movement: You can use your bonus action to perform a special jump or stunt, such as a high jump or long jump increased by 3 meters, or a quick escape from a grappling hook or restraint.

Major Effect

Triumphant rush

Radius : 9m
Duration : Focus up to 1 minute

By channeling the conquering power of the Chariot of Tarot, you and your allies are enveloped in an energy of victory. For 1 minute, you create an aura of success that confers the following benefits on friendly creatures within a 9-meter radius of you:

- Triumphant inspiration: Friendly creatures gain an advantage on all attack rolls.
– Tolérance renforcée : Les créatures amicales bénéficient d’un bonus de +2 à leurs jets de sauvegarde.
- Victorious impulse: when a friendly creature succeeds in a saving throw against an effect that inflicts damage, it suffers no damage, instead of half damage if it succeeds.

VI - The Lovers

VI - The Lovers

|250

Element: None
Bloodline : None

Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier

Upright symbol

- Love, Understanding
- Duality, Choice

Reverse symbol

- Breakup, Dispute
- Incompatibility

Minor Effect

Celestial Link

Range : 9m
Duration : Focus up to 1 minute

By channeling the power of love and union from the Lovers of the Tarot, you create a magical bond between two creatures. Choose two targets within range - they can be friendly or enemy creatures. For 1 minute, the targets are linked and share the following benefits:

- Life sharing: Each time a target recovers hit points, the other target also recovers a number of hit points equal to half the total restored.
- Protective union: if one of the targets is hit by an attack, the other target can use its reaction to move in front of it and provide partial cover, granting a +2 bonus to AC against that attack.

Major Effect

Crown of Prosperity

Range : 9m
Duration : Focus up to 1 minute

By channeling the transcendent power of the Lovers of the Tarot, you create a profound magical link between several creatures. Choose up to three targets within range. For 1 minute, the targets are closely linked and enjoy the following benefits:

- Shield of love: Each target receives a +2 bonus to AC and saving throws.
- Vitality sharing: When a target recovers hit points, other targets also recover a number of hit points equal to half the total restored.
- Reinforced union: Targets can use their reaction to instantly swap places with each other, as long as they remain within 18 meters.

V - The High Priest

V - The High Priest

|250

Element: Air
Bloodline : Via Solaris

Difficulty of saving throw: /

Upright symbol

- Tradition, Conformity, Teaching
- Respect rules, Obedience, Learning

Reverse symbol

- Disobedience, breaking the rules
- Ignore advice, take the pressure

Minor Effect

Inspiring Blessing

Range : 9 m
Duration : Focus up to 1 minute

By channeling the wisdom and sacred blessing of the High Priest of Tarot, you inspire your allies with spiritual energy. For 1 minute, whenever a creature of your choice within range makes an attack or saving throw, it can roll an additional 1d4 die and add the result to the roll. The target can choose to use this extra die before or after making the roll, but before the results are announced.

Major Effect

Sancturary

Radius : 9m
Duration : Focus up to 1 minute

By channeling the sacred power of the Tarot High Priest, you build a divine sanctuary that protects and strengthens your allies. For 1 minute, you create a 9-meter radius of sacred energy centered on you. Friendly creatures within this radius enjoy the following benefits:

- Divine resistance: Creatures gain a resistance bonus equal to your Charisma modifier (minimum +1) to damage from slashing, piercing and bludgeoning attacks.
- Spiritual healing: At the end of each turn, each friendly creature in the radius recovers a number of hit points equal to half your level.

III - The Empress

|250

Element: Earth
Bloodline : Via Taurus

Difficulty of saving throw : /

Upright symbol

- Fertility, Abundance
– Nature

Reverse symbol

- Creation blocked
- Dependency, Loss

Minor Effect

Healing Hand

Range : Touch
Duration : Instantaneous
Heal : 1d8 + Wisdom modifier

Channeling the fecundity and regenerative power of the Empress of Tarot, you place your hands on a wounded creature. The target recovers a number of hit points equal to 1d8 + your Wisdom modifier. This effect can also heal minor illnesses or non-magical conditions.

Major Effect

Crown of Prosperity

Duration : Focus up to 1 minute

By channeling the benevolent and prosperous power of the Empress of Tarot, you surround yourself with a golden aura of prosperity. During (level/2)rounds, you gain the following benefits:

Nurturing Healing
Range Self
Heal : 1d8 + your Wisdom Modifier
At the end of each turn, you recover a number of hit points equal to 1d8 + your Wisdom modifier.

Maternal Protection
You have the advantage of saving throws against effects that seek to harm or negatively influence you.

Fertile Generation
Radius : 9 m
Heal : 2d8 + your Wisdom Modifier
You can use an action to invoke a wave of benevolent healing energy. Allied creatures within 9 meters recover a number of hit points equal to 2d8 + your Wisdom modifier. Creatures affected by this healing wave also benefit from an Advantage on their next attack roll.

II - The High Priestess

|250

Element: Water
Bloodline : Via Lunae

Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier

Upright symbol

– Intuition
- Mysteries and Secrets

Reverse symbol

- Blocked intuition
- Secrets revealed and the loss of one's Authentic Self

Minor Effect

Lightning of Wisdom

Range : line of sight
Duration : Instantaneous

By channeling the mystical wisdom of the High Priestess of Tarot, you project a flash of astral light onto a creature you can see. The target must pass a Wisdom saving throw or suffer 2d6 points of psychic damage, and have disadvantage on its next attack or skill roll. The damage of this effect increases by 1d6 when you reach 4th level (3d6), 6th level (4d6), 8th level (5d6) and 10th level (6d6).

Major Effect

Priestess Vision

Range : Special
Duration : Focus up to 1 minute

By channeling the divine power of the High Priestess of Tarot, your eyes become windows into the mysteries of the past, present and future. For 1 minute, you enjoy the following benefits:

- Astral vision: You can see and hear through solid obstacles, up to a distance of 9 meters. You ignore non-magical magical darkness effects in this are
- Knowledge of secrets: You see into a future event, and receive a brief, cryptic answer from the Gods. You gain advantage for your next action.
- Aura of protection: You and allies within a 3-meter radius benefit from a +2 bonus to AC against attacks and to saving throws against magical effects.

I - The Magician

I - The Magician

|250

Element: Air
Bloodline : Via Aquilae

Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier

Upright symbol

Talent, Skill, Self-confidence
Focus, Motivation

Reverse symbol

Unskilled, Wrong choice

Minor Effect

Arcanic Spark

Range : line of sight
Duration : Instantaneous

By channeling the power of the Magician of the Tarot, you release an arcane spark onto a target you can see. The target must pass a Dexterity saving throw or suffer 1d8 points of force damage. This effect inflicts an additional 1d8 damage when you reach 5th level (2d8), 11th level (3d8) and
17th level (4d8)

Major Effect

Arcanic aura

Range : line of sight
Duration : Focus up to 1 minute

By channeling the supreme power of the Magician of Tarot, you surround yourself with an aura of arcane energy. For 1 minute, while maintaining concentration, you enjoy the following benefits:

- Resistant to all damage.
- The effects you cast ignore the creatures' resistances and immunity to damage.

In addition, you can use a bonus action to cast a level 1 Ancient Blood Magic effect without having to spend any Blood points.

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