Spell: Invoke the Harrow
You draw a card from the harrow, either one from a deck you have in hand or magically produce one as part of the spell. You use the power of the card's suit to influence a creature around you. When you draw a card, you can choose to impart a boon or bane associated with the card's suit. The target must attempt a Will save. On a failure, they receive the effects of the chosen boon or bane. If you target an ally with this spell, they can choose to willingly accept the effects without attempting a saving throw. The target can attempt to remove the card's influence by using an action, which has the concentrate trait, to attempt the saving throw again; on a success, the effect ends.
To determine the card, draw a card from a harrow deck. If you don't have a harrow deck available, you can roll 1d6 to randomly determine the suit you draw.
1. Hammers (Str) Boon: The target gains a +2 status bonus to damage rolls; Bane: The target is Enfeebled 1.
2. Keys (Dex) Boon: The target gains a +1 status bonus to AC; Bane: The target is Clumsy 1.
3. Shields (Con) Boon: The target gains temporary Hit Points equal to twice the spell's rank; Bane: The target is Drained 1.
4. Books (Int) Boon: The target gains a +1 status bonus to skill checks; Bane: The target is Stupefied 1.
5. Stars (Wis) Boon: The target gains a +1 status bonus to saving throws; Bane: The target is Confused.
6. Crowns (Cha) Boon: The target can roll twice and take the higher result on a single check during the duration. This is a fortune effect; Bane: The target must roll twice and take the lower result on a single check of your choosing during the duration. This is a misfortune effect.
Heightened (6th) The duration is 1 minute. The target must succeed a total of two saving throws to end the effect. The value of boons and banes doubles. The Crowns suit affects a total of three checks during the duration.