By Monte Cook
A deck of one hundred twenty playing cards to assist the GM and participant randomly create cyphers. 20 of the playing cards will convey what kind of item the cypher is and a hundred of the playing cards will checklist or 3 powers that the item may have.
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Additional info for Cypher Deck
2. Electrical Detonation Can be thrown in a short range (or, if it has the capabilities, projected up to long range). Explodes in an immediate radius, inflicting electrical damage equal to the cypher’s level. ) 3. Molecular Bond Disruption Ray Emitter Allows the user to project a ray of destructive energy up to 200 feet (61 m) that inflicts damage equal to the cypher’s level. 7 7 Level 1D6+2 1. Catholicon Cures any disease of the same level or lower. 2. Cold Detonation Can be thrown in a short range (or, if it has the capabilities, projected up to long range).
Rejuvinator One Pool of the user’s choice is restored by a number of points equal to the cypher’s level. 2. Attractor One unanchored item your size or smaller within long range is drawn immediately to the device when activated. This takes one round. The item has no momentum when it arrives. 3. Cell-Disrupting Ray Emitter Allows the user to project a ray of destructive energy up to 200 feet (61 m) that inflicts damage equal to the cypher’s level to creatures of living flesh. 7 7 Level 1D6+2 1. Rejuvinator One Pool of the user’s choice is restored by a number of points equal to the cypher’s level.
Banishment Cypher For the next 28 hours, each time the weapon (or weapon the device is attached to) strikes a solid creature or object, it generates a burst of energy that teleports the creature or object struck an immediate distance in a random direction (not up or down). The difficulty of the teleported creature’s actions (including defense) is modified by one step to its detriment on its next turn. 3. Heat Ray Emitter Allows the user to project a ray of destructive energy up to 200 feet (61 m) that inflicts damage equal to the cypher’s level.