At its core, Phasmophobia is a game where you travel to a location, complete various objectives, and hunt down ghosts. On the other hand, the ghost will interact with the environment while simultaneously attempting to kill you and others in your game.
One key component in all this is cursed possessions, items that’ll help you at the cost of your Sanity. Tarot cards are among these and can drastically alter your game in good or bad ways. If you’re interested in learning more, continue reading to find a list of all Tarot Cards, their meanings, and their effects in Phasmophobia.
All Phasmophobia Tarot Cards, Meanings, and Effects
Tarot Cards are cursed possessions in Phasmophobia that have numerous positive and negative effects. While some cards may save your life, others can end it instantly!
For each level you take, there is a 1 in 6 chance that Tarot Cards will spawn somewhere in the area. In each card deck, you’ll find 10 cards you can draw.
Below is a list of all ten Tarot Cards, their effects, and other important information:
The Tower
There is a 20% chance that you may draw The Tower. This card is exceptionally useful for locating the ghost, and evidence of what ghost type it is within the game. It increases ghost activity for 20 seconds, as well as brings about a specific ghost interaction once activated.
The Wheel of Fortune
The Wheel of Fortune card has a 20% chance of being drawn. It has a chance to give 25% Sanity if it burns green or make you lose 25% Sanity if it burns red. This is a very dangerous card to use at the beginning, so think very carefully before deciding. It could come in clutch if you’re out of Sanity pills later on, however.
The Sun
The Sun card has a 5% chance of being drawn. Once used, it decreases the chance that you’ll be hunted by ghosts. It also refills your Sanity back to 100%. This card is very powerful in normal play, especially if you don’t have any Sanity pills. It can work against those who want to lower their Sanity, however.
The Moon
The Moon card has a 5% chance of being drawn. It increases your chance of being hunted by ghosts. This card is fairly useful for doing the “Reach 0 Sanity” daily challenge, so keep that in mind.
The Devil
The Devil card has a 10% chance of being drawn. This card gives you the chance for a ghost to appear near you, allowing you to get a ghost photo. Be warned, this card is pretty terrifying to play, as a ghost event will trigger very suddenly.
The Hermit
The Hermit card has a 10% chance of being drawn. Once used, it teleports the ghost to the ghost room and traps it there for a minute. This is one of the best cards in the game and can be a lifesaver if the ghost is aggressive or if your Sanity is low.
The High Priestess
The High Priestess card has a 2% chance of being drawn. This card’s effect is that if no one is currently dead, the next person to die will respawn. This works even in solo play, as it’ll revive you. You can’t use it more than twice on the same person. This is without a doubt the single best card one can pull in the entire game. There’s basically no downside to it and it’s incredibly helpful.
The Hanged Man
The Hanged Man card has a 1% chance of being drawn. To put it simply: you don’t want to draw this. It means instant death and only death, regardless of Sanity and progress. It is by far the worst card in the game.
Death
Death card has a 10% chance of being drawn. It will cause a hunt to commence, making a ghost manifest to chase the players. Despite the name, you aren’t killed instantly with this card. Make sure to use it near or in a hiding spot.
The Fool
The Fool card has a 17% chance of being drawn, which changes to a 100% chance if there is an ongoing hunt. This is the only card in the game with no active effect. It hides itself as bad cards and only reveals its true nature after being burned. The card basically trolls you.
Phasmophobia Tarot Cards Breakdown
Card | Burn Color | Effect | Description |
---|---|---|---|
The Tower | Blue | Causes an interaction | You have around a 20% chance of drawing The Tower card. The Tower is useful for locating the ghost or finding evidence. |
The Wheel of Fortune | Green or Red | Gain or lose 25% sanity | You have around a 20% chance of drawing The Wheel of Fortune card. If The Wheel of Fortune card burns green, you’ll gain 25% Sanity. If The Wheel of Fortune card burns red, you lose 25% Sanity. |
The Sun | Yellow | Refills your sanity to 100% | You have around a 5% chance of drawing The Sun card. The Sun decreases your chance of being hunted by ghosts. |
The Moon | White | Drains your sanity to 0% | You have around a 5% chance of drawing The Moon card. The Moon increases your chance of being hunted by ghosts. The Moon is useful for the “Reach 0 Sanity” Daily Challenge. |
The Devil | Pink | Initiates a Ghost Event | You have around a 10% chance of drawing The Devil card. The Devil Card you a chance for the ghost to appear near you, allowing you to get a ghost photo. |
The Hermit | Cyan | Teleports the ghost to its ghost room, trapping it for one minute | You have around a 10% chance of drawing The Hermit card. This effect does not impact hunts. |
The High Priestess | Beige | Revives a random dead player | You have around a 2% chance of drawing The High Priestess card. If no one is currently dead, the next person to die will respawn. If you’re playing solo, you’ll revive upon death. The same player can’t come back to life twice. |
The Hanged Man | None | The card drawer instantly dies | You have around a 1% chance of drawing The Hanged Man card. Whoever draws this card from the deck will die instantly. |
Death | Dark Purple | Initiates a Cursed Hunt | You have around a 10% chance of drawing Death card. A hunt will commence, causing the ghost to manifest and chase players. |
The Fool | Purple | Initially appears as a regular card but turns into The Fool upon burning No effect | You have around a 17% chance of drawing The Fool card. This chance turns into 100% if there is an ongoing hunt. It doesn’t perform any effects or trigger any events. |
In short, each of the ten cards will perform various effects, ranging from modifying your Sanity to initiating hunts and events. While some are more useful than others, they all impact your game in some way and allow for some unique strategizing.
For example, knowing that The Fool has a 100% chance of appearing during a hunt means you should not draw any cards until it ends. Similarly, although it’s rare, pulling The High Priestess may save your or a teammate’s life, which in most situations is game-changing. Furthermore, while a card like The Moon may sound negative at first, it’s handy if you’re trying to complete a daily challenge.
You may also encounter some wacky situations depending on your luck. Some examples include finding The Hanged Man before it warps into The Fool or pulling Death and triggering a hunt without anyone else knowing. While these may cause the game to end, they can make for some entertaining scenarios.
Phasmophobia is available on PC through its official Steam page. If you’re looking for more information about the game, be sure to check out How to Use Voodoo Dolls, How to Light Smudge Sticks, and our Ouija Board Questions Guide.