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Pathfinder Adventure Card Game: Class Deck – Magus thumbnail

Pathfinder Adventure Card Game: Class Deck – Magus

Expansion for Pathfinder Adventure Card Game: Rise of the Runelords – Base Set

Pathfinder Adventure Card Game: Class Deck – Magus Rulebook

Table of Contents

Table of Contents

  • Card Notes
  • Characters
    • Zvarbel
    • Talitha
    • Seltyiel
  • Allies
    • Qasin
    • Staffbearer
    • Toad
    • Brodert Quink
    • Thrune Agent
    • Conna the Wise
    • Wayfarer
    • Blue Warder
    • Bleachling Lunatic
    • Blackwing Librarian
    • Terhk Fourwinds
    • Embalmer
    • Corlan
  • Armor
    • Aegis of Recovery
    • Spellcharger Leather
    • Bejeweled Helm
    • Padded Armor
    • Blackcloth Armor
    • Scale Mail
    • Spellcharger Jerkin
    • Blackjacket
    • Phoenix Cloak
  • Blessings
    • Blessing of the Gods
    • Blessing of Kols
    • Blessing of Maat
    • Blessing of Nethys
    • Blessing of Asmodeus
    • Blessing of Iomedae
    • Blessing of Angradd
    • Blessing of the Lord in Iron
    • Blessing of Pharasma
    • Blessing of Norgorber
  • Cohort
    • Magus Arcana
  • Items
    • Potion of Healing
    • Flame Staff
    • Compass
    • Grounding Staff
    • Sapphire of Intelligence
    • Spellguard Bracers
    • Potion of Striding
    • Belt of Teeth
    • Spellstrike Gloves
    • Potion of Heroism
    • Staff of Minor Healing
    • Headband of Epic Intelligence
  • Spells
    • Fiery Weapon
    • Unerring Weapon
    • Strength
    • Dehydrating Touch
    • Blade Lash
    • Dimension Leap
    • Thunderstomp
    • Masterwork
    • Blazing Servant
    • Arcana Theft
    • Resist Energy
    • Brilliance
    • Treacherous Teleport
  • Weapons
    • Rapier
    • Longsword
    • Hammer
    • Quarterstaff
    • Dwarven Longhammer +1
    • Scimitar +1
    • Djinni Quarterstaff
    • Sword Cane
    • Twin Serpent Quarterstaff
    • Golembane Hammer +2
    • Quarterstaff of Vaulting
    • Longsword +2
    • Demonbane Longsword +2

Card Notes

  • Each card gives its type and level, its traits, its "Check to Acquire" skills and target numbers, and its powers. Where a card lists two skill options, they are printed with "or" and reproduced as printed.
  • Where a card's printed name differs from the module's card name, the printed name is used; for example, the printed name is "Potion of Heroism".

Characters

The three Magus character cards print only a name and a line giving race, gender and class; they have no powers or check values.

Zvarbel

Female Dwarf Magus

Talitha

Female Angelkin Magus

Seltyiel

Male Half-Elf Magus

Allies

Qasin

Ally Level 2 · Traits: Outsider, Psychopomp · Check to Acquire: Charisma, Diplomacy, Divine 10

Powers:

  • Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
  • Recharge this card to evade a bane you encounter.

Staffbearer

Ally Level 1 · Traits: Human, Magus · Check to Acquire: Intelligence, Arcane 7

Powers:

  • Shuffle this card and a random card that has the Staff trait from your discard pile into your deck.
  • Discard this card to explore your location. During this exploration, if you would discard a card that has the Staff trait, you may recharge it instead.

Toad

Ally Level 1 · Traits: Animal, Arcane · Check to Acquire: Intelligence, Arcane, Wisdom, Survival 7

Powers:

  • Bury this card to draw a spell from your discard pile.
  • Discard this card to explore your location.

Brodert Quink

Ally Level 2 · Traits: Human, Sage · Check to Acquire: Charisma, Diplomacy, Intelligence, Knowledge 7

Powers:

  • Bury this card to examine the bottom 3 cards of any location deck and put them back in any order; you may succeed at an Intelligence or Knowledge 13 check to discard this card instead of burying it.
  • Discard this card to explore your location.

Thrune Agent

Ally Level 6 · Traits: Human, Magus · Check to Acquire: Charisma, Diplomacy, Arcane 13

Powers:

  • When you play a weapon or a spell for your combat check, shuffle it and this card into your deck.
  • Discard this card to explore your location. During this exploration, add 1d10 and the Fire trait to your combat and Diplomacy checks.

Conna the Wise

Ally Level 4 · Traits: Giant, Sorcerer · Check to Acquire: Charisma, Diplomacy 9

Powers:

  • Banish this card to examine the top 3 cards of any location deck.
  • Banish this card to move, then explore your location.

Wayfarer

Ally Level 5 · Traits: Half-Elf, Scout · Check to Acquire: Charisma, Diplomacy 9

Powers:

  • Bury this card to move; you automatically succeed at any check required to move. You may not use this power during an encounter.
  • Discard this card to explore your location. During this exploration, add 2d6 to your checks.

Blue Warder

Ally Level 3 · Traits: Dwarf, Wizard · Check to Acquire: Charisma, Diplomacy, Fortitude 10

Powers:

  • Put this card on top of your deck to add 1d4 to any check against a barrier.
  • Discard this card to explore your location. During this exploration, add 1d8 to your checks against barriers.

Bleachling Lunatic

Ally Basic · Traits: Gnome, Alchemist · Check to Acquire: Charisma, Diplomacy 5

Powers:

  • When you would banish a boon for its power, you may bury this card to banish another boon instead.
  • Recharge this card and bury another card to explore your location.

Blackwing Librarian

Ally Basic · Traits: Human, Wizard · Check to Acquire: Intelligence, Knowledge 6 or Diplomacy 8

Powers:

  • Recharge this card to succeed at your check against a boon that has the Arcane trait.
  • Discard this card to explore your location.

Terhk Fourwinds

Ally Basic · Traits: Half-Orc, Fighter · Check to Acquire: Charisma, Diplomacy 7

Powers:

  • Recharge this card to recharge a weapon or an armor that has the Basic trait from your discard pile.
  • At the end of your turn, recharge this card to move.
  • Discard this card to explore your location.

Embalmer

Ally Basic · Traits: Human, Hireling · Check to Acquire: Charisma, Diplomacy 5

Powers:

  • Recharge this card to add 1d4 to your Intelligence check.
  • Bury this card to evade a monster you encounter that has the Undead trait.
  • Discard this card to explore your location.

Corlan

Ally Level 3 · Traits: Tengu, Smuggler · Check to Acquire: Charisma, Diplomacy 9

Powers:

  • Recharge this card to give a card to another character.
  • Discard this card to explore your location.

Mendevian Crusader

Ally Basic · Traits: Human, Soldier · Check to Acquire: Divine 9 or Charisma, Diplomacy 6

Powers:

  • Discard this card to reduce damage dealt before you act to a character at your location to 0.
  • Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Armor

Aegis of Recovery

Armor Level 5 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Wisdom, Divine 12

Powers:

  • At the end of your turn, reveal this card to recharge a random card from your discard pile.
  • Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
  • Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
  • If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spellcharger Leather

Armor Level 3 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 9 or Intelligence, Arcane 11

Powers:

  • Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 3.
  • Recharge this card to add 1d8 to your check to recharge a spell.
  • Banish this card to reduce Combat damage dealt to you to 0.
  • If proficient with light armors, banish this card to reduce Acid or Electricity damage dealt to you to 0.
  • If proficient with light armors, you may recharge this card when you reset your hand.

Bejeweled Helm

Armor Level 4 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 10

Powers:

  • Recharge this card to add 1d6 and the Fire trait to your combat check.
  • Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
  • If proficient with heavy armors, you may recharge this card when you reset your hand.

Padded Armor

Armor Level Basic · Traits: Light Armor · Check to Acquire: Constitution, Fortitude 2

Powers:

  • Discard this card to reduce Combat damage dealt to you before or after you act by 2.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Blackcloth Armor

Armor Level 2 · Elite · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 6

Powers:

  • If you are the only character at your location, reveal this card to add 1 to your combat check.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
  • If proficient with light armors, you may recharge this card when you reset your hand.

Scale Mail

Armor Level Basic · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 4

Powers:

  • Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spellcharger Jerkin

Armor Level Basic · Traits: Light Armor · Check to Acquire: Constitution, Fortitude 4 or Intelligence, Arcane 5

Powers:

  • Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
  • Recharge this card to add 1d4 to your check to recharge a spell.
  • Banish this card to reduce Combat damage dealt to you to 0.
  • If proficient with light armors, banish this card to reduce Acid or Electricity damage dealt to you to 0.

Blackjacket

Armor Level 1 · Traits: Light Armor, Clothing, Magic · Check to Acquire: Constitution, Fortitude 5

Powers:

  • Recharge this card to reduce all damage dealt to you by 2.
  • Recharge this card to ignore a bane's power that happens after you act.
  • Banish this card to reduce Combat damage dealt to you to 0.
  • If proficient with light armors, recharge this card to add 1d4 to your Stealth check.

Phoenix Cloak

Armor Level 6 · Traits: Light Armor, Clothing, Magic · Check to Acquire: Constitution, Fortitude 13 or Intelligence, Arcane 15

Powers:

  • Recharge or display this card to reduce Fire damage dealt to you to 0.
  • If proficient with light armors, display this card to add 3d4 and the Fire trait to a combat check by a character at your location.
  • If you would die, display this card.
  • While displayed, if you would die, bury this card to shuffle 10 random cards from your discard pile into your deck and reset your hand. You are no longer dead.

Blessings

Blessing of the Gods

Blessing Basic · Traits: Divine · Check to Acquire: None

Powers:

  • When you encounter this card, you automatically acquire it.
  • Discard this card to add 1 die to any check.
  • Discard this card to explore your location.
  • You may treat this card as if it has the same powers as the top card of the blessings discard pile.

Blessing of Kols

Blessing Basic · Traits: Divine, Kols · Check to Acquire: Strength 7 or Divine 5

Powers:

  • Discard this card to add 1 die to any combat check.
  • Discard this card to add 2 dice to any Strength non-combat check.
  • Discard this card to explore your location.
  • After you play this card, if the top card of the blessings discard pile has the Kols or Torag trait, recharge this card instead of discarding it.

Blessing of Maat

Blessing Level 3 · Traits: Divine, Maat, Healing · Check to Acquire: Divine 6 or Constitution, Fortitude 10

Powers:

  • After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
  • Recharge this card to reduce damage dealt to you by 2.
  • On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
  • After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessing of Nethys

Blessing Level 2 · Traits: Divine, Nethys · Check to Acquire: Wisdom, Perception 8 or Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to examine the top 2 cards of your location deck, put them back in any order, and explore your location.
  • After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Asmodeus

Blessing Level 2 · Traits: Divine, Asmodeus · Check to Acquire: Charisma, Diplomacy 7 or Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
  • Discard this card to explore your location.
  • After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Iomedae

Blessing Level 1 · Traits: Divine, Iomedae · Check to Acquire: Charisma 4 or Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any Charisma non-combat check.
  • Discard this card to explore your location.
  • After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Angradd

Blessing Level 5 · Traits: Divine, Angradd · Check to Acquire: Constitution, Fortitude 6 or Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any check that has the Fire trait.
  • Discard this card to add 2 dice to any check against a barrier encountered by a character at your location.
  • After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessing of the Lord in Iron

Blessing Level 4 · Traits: Divine, Gorum · Check to Acquire: Strength 12 or Divine 9

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any Strength combat check.
  • Discard this card to explore your location. During this exploration, add 1 die to your Strength combat checks.
  • After you play this card, if the top card of the blessings discard pile has the Gorum trait, recharge this card instead of discarding it.

Blessing of Pharasma

Blessing Level 1 · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • When a spell is played during any check, discard this card to add 2 dice to that check.
  • Discard this card to explore your location.
  • After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Norgorber

Blessing Level 5 · Traits: Divine, Norgorber · Check to Acquire: Bury any card, Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any check to acquire a boon.
  • Discard this card to explore your location.
  • After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cohort

Magus Arcana

Cohort Basic · Traits: Arcane, Melee

Powers:

  • Put this card on top of your deck to add your Intelligence die to your Strength or Dexterity combat check.
  • Put this card on top of your deck to reroll 1 die on your check; take the new result.
  • Put this card on top of your deck and bury a card of your favored card type to draw a card of the same type from your discard pile.

Items

Potion of Healing

Item Basic · Traits: Liquid, Alchemical, Healing · Check to Acquire: Intelligence, Craft 5

Powers: Banish this card to allow a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Flame Staff

Item Basic · Traits: Staff, Attack, Fire, Magic · Check to Acquire: Arcane, Divine 4

Powers: For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Compass

Item Basic · Traits: Object · Check to Acquire: Wisdom, Survival 4

Powers:

  • Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
  • Discard this card to explore your location.

Grounding Staff

Item Basic · Traits: Staff, Attack, Electricity, Magic · Check to Acquire: Arcane, Divine 4 or Ranged 6

Powers: For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill plus your Dexterity or Ranged skill; this counts as playing a spell.

Sapphire of Intelligence

Item Level 1 · Traits: Object, Magic · Check to Acquire: Intelligence 7

Powers: Recharge this card to roll your Intelligence die instead of the normal die on your non-combat check.

Spellguard Bracers

Item Basic · Traits: Accessory, Magic · Check to Acquire: Intelligence, Arcane 5

Powers:

  • Discard this card to succeed at your check to recharge a spell.
  • Discard this card to recharge a random spell from your discard pile.

Potion of Striding

Item Basic · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft 4

Powers: At the start or end of a turn, banish this card to allow a character at your location to move.

Belt of Teeth

Item Level 3 · Traits: Accessory, Magic · Check to Acquire: Constitution, Fortitude 7

Powers: On your turn, put this card on top of your deck to add 1d4 and the Piercing trait to a combat check by a character at your location.

Spellstrike Gloves

Item Level 2 · Traits: Accessory, Magic · Check to Acquire: Intelligence, Arcane 7

Powers: When you play a weapon on your combat check, reveal this card. After you act, examine the top card of your deck; if it is not a spell, you may recharge it.

Potion of Heroism

Item Level 3 · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft 7

Powers: Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. At the end of your turn, banish this card.

Staff of Minor Healing

Item Level 2 · Traits: Staff, Magic, Divine, Healing · Check to Acquire: Wisdom, Divine 7

Powers: Recharge this card to allow a character at your location to recharge a random card from his discard pile.

Headband of Epic Intelligence

Item Level 5 · Traits: Accessory, Magic · Check to Acquire: Intelligence 7

Powers: Reveal this card to add 2 to any Intelligence check. You may play another item on this check.

Amulet of the Planes

Item Level 5 · Traits: Accessory, Magic, Veteran · Check to Acquire: Wisdom, Divine 13

Powers: Discard this card and attempt an Intelligence or Knowledge check with a difficulty of 5 plus twice the scenario's adventure deck number. If you succeed, move each character to any location; if you fail, move each character to a random location. After you play this card, if each character is at a closed location, you may recharge this card instead of discarding it.

Wizard's Hook

Item Level 4 · Traits: Accessory, Piercing, Magic · Check to Acquire: Arcane, Melee, Divine 10

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon.
  • When you play a spell that has the Attack trait on a check, reveal this card to add 1d6. You may additionally discard this card to add another 1d6; you may succeed at a Melee 10 check to recharge this card instead of discarding it.

Staff of Heaven and Earth

Item Level 4 · Traits: Staff, Magic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 8

Powers:

  • Recharge this card and discard a spell to defeat a barrier.
  • Recharge this card and discard a spell to add 1d4 to a combat check by a character at your location.

Annihilation Spectacles

Item Level 6 · Traits: Accessory, Magic · Check to Acquire: Intelligence, Arcane 11

Powers:

  • For your combat check, bury this card to use your Arcane skill + 4d6. If you defeat a non-villain monster when playing this card, banish that monster, even if it would otherwise be undefeated.
  • Recharge this card and discard a spell to draw a spell that has the Arcane trait from your discard pile.

Staff of Empty Souls

Item Level 6 · Traits: Staff, Attack, Undead, Magic, Arcane, Veteran · Check to Acquire: Arcane 17 or Divine 15

Powers:

  • For your combat check, reveal this card and recharge a spell to use your Arcane or Divine skill plus a number of d4s equal to the bane's adventure deck number; this counts as playing a spell. If the bane has the Undead trait, when you assemble your dice, replace the d4s with d8s.
  • When you defeat a bane that has the Undead trait, reveal this card to recharge a random card from your discard pile. You may do this even if you played this card on the check.

Anubis Staff

Item Level 1 · Traits: Staff, Attack, Magic, Arcane, Divine, Anubis · Check to Acquire: Arcane, Divine 6

Powers:

  • For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
  • Bury this card to evade a monster you encounter that has the Undead trait.

Spells

Fiery Weapon

Spell Level 1 · Traits: Magic, Arcane, Divine, Fire · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: When any character plays a weapon on a combat check, discard this card to add 1d4 and the Fire trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Unerring Weapon

Spell Level Basic · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 4

Powers: Display this card next to the deck of a character at your location. While displayed, when that character plays a weapon on a combat check, add 1d4. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 6 check to recharge it instead.

Strength

Spell Level Basic · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Strength checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 8 check to recharge it instead.

Dehydrating Touch

Spell Level 2 · Elite · Traits: Magic, Arcane, Attack · Check to Acquire: Intelligence, Arcane 9

Powers:

  • For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
  • After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Blade Lash

Spell Level 2 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 7

Powers:

  • When you play a weapon on your combat check, after the roll, discard this card to add or subtract 3. If the check is against a bane, ignore its powers that happen after you act.
  • After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Dimension Leap

Spell Level 3 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 10

Powers:

  • When another character encounters a card, you may discard this card to move yourself to or from that character's location.
  • After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Thunderstomp

Spell Level 1 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 6

Powers: Discard this card to examine the top card of your location deck; if it is a monster, you may shuffle the deck. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Masterwork

Spell Level 4 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: When a character at your location plays a weapon on a combat check, display this card next to that location. While displayed, when any character at this location plays a weapon on a combat check, if any die rolled on the check is a 1, count it as 2. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 12 check to recharge it instead.

Blazing Servant

Spell Level 5 · Traits: Magic, Arcane, Divine, Fire, Veteran · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 12

Powers: On your check, discard this card and recharge another card to add 1d8 plus the recharged card's adventure deck number. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Arcana Theft

Spell Level 4 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 10

Powers: When you encounter a monster, display this card. While displayed, ignore that monster's powers that happen before you act and add 2 dice to checks against it. At the end of the encounter, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

Resist Energy

Spell Level 3 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 12 check to recharge it instead.

Brilliance

Spell Level Basic · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Treacherous Teleport

Spell Level 6 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 13

Powers: On your turn, discard this card to move, then examine your location deck until you find a monster and encounter it; banish any boons you examined. For your combat check, use your Strength, Melee, or Arcane skill + 2d12. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 15 check to recharge this card instead of discarding it.

Corrosive Storm

Spell Level 6 · Traits: Magic, Arcane, Attack, Acid · Check to Acquire: Intelligence, Arcane 12

Powers: Display this card when a character encounters a monster. While displayed, add 2d6 and the Acid trait to combat checks to defeat monsters. At the end of the turn, each other character is dealt 1 Acid damage, and if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 14 check to recharge it instead.

Waves of Blood

Spell Level 5 · Traits: Magic, Arcane, Poison · Check to Acquire: Intelligence, Arcane 11

Powers: On a Melee combat check by a character at your location, discard this card to add 1 die and the Poison trait. If the check is against a bane, that character may use the result on any subsequent Melee combat checks against it. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discarding it.

Lightning Touch

Spell Level Basic · Traits: Magic, Arcane, Attack, Electricity · Check to Acquire: Intelligence, Arcane 4

Powers: For your combat check, discard this card to use your Arcane skill + 2d4. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Defensive Shock

Spell Level Basic · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 4

Powers: When you would fail a combat check, discard this card to reroll 1 die; take the new result. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Call Weapon

Spell Level Basic · Elite · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 4

Powers:

  • Discard this card to search the deck of a character at your location for a weapon and draw it.
  • Bury this card to search the deck of a character at your location for a weapon and give it to any character.
  • After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding or burying it.

Phantom Shield

Spell Level Basic · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 4

Powers: Display this card next to the deck of a character at your location. While displayed, damage dealt to that character is reduced by 1. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 6 check to recharge it instead.

Magic Weapon

Spell Level Basic · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 4

Powers: When any character plays a weapon on a combat check, discard this card to add 1d4 and the Magic trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Weapons

Rapier

Weapon Level Basic · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling · Check to Acquire: Strength, Melee 5

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Longsword

Weapon Level Basic · Traits: Sword, Melee, Slashing · Check to Acquire: Strength, Melee 6

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Hammer

Weapon Level Basic · Traits: Hammer, Melee, Bludgeoning · Check to Acquire: Strength, Melee 5 or Craft 4

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
  • Recharge this card to add 1d6 to your Craft or Disable check.

Quarterstaff

Weapon Level Basic · Traits: Staff, Melee, Bludgeoning, 2-Handed · Check to Acquire: Strength, Melee 3

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Dwarven Longhammer +1

Weapon Level 2 · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Magic, Elite · Check to Acquire: Strength, Melee 11 or Craft 8

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
  • Recharge this card to add 1d8 to your Craft or Disable check.

Scimitar +1

Weapon Level 1 · Traits: Sword, Melee, Slashing, Finesse, Magic · Check to Acquire: Strength, Melee 8

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Djinni Quarterstaff

Weapon Level 1 · Traits: Staff, Melee, Bludgeoning, 2-Handed, Magic, Elite · Check to Acquire: Strength, Melee 6 or Arcane, Divine 8

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
  • Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.

Sword Cane

Weapon Level 1 · Traits: Staff, Melee, Bludgeoning, Finesse · Check to Acquire: Strength, Melee 7

Powers:

  • For your combat check, reveal this card to use your Strength or Stealth skill + 1d6; you may additionally discard this card to add another 1d6 and the Piercing and Sword traits.
  • Discard this card to add 1d4 to your Diplomacy or Stealth check.

Twin Serpent Quarterstaff

Weapon Level 3 · Traits: Staff, Melee, Bludgeoning, 2-Handed, Magic, Nethys, Elite · Check to Acquire: Strength, Melee, Arcane 9

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
  • Reveal this card and discard a card that has the Nethys trait or a spell to add 2d4 and the Attack, Force, and Magic traits to a combat check by a character at another location.

Golembane Hammer +2

Weapon Level 3 · Traits: Hammer, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee 12 or Craft 9

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If the bane has the Construct trait, add another 1d8.
  • Recharge this card to add 1d8 to your Craft or Disable check.

Quarterstaff of Vaulting

Weapon Level 2 · Traits: Staff, Melee, Bludgeoning, 2-Handed, Finesse, Magic, Elite · Check to Acquire: Strength, Melee 9 or Acrobatics 6

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
  • Recharge this card to succeed at your Acrobatics non-combat check.
  • Discard this card to put the second card of your location deck on top of your location deck.

Longsword +2

Weapon Level 2 · Traits: Sword, Melee, Slashing, Magic · Check to Acquire: Strength, Melee 10

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Demonbane Longsword +2

Weapon Level 5 · Traits: Sword, Melee, Slashing, Magic · Check to Acquire: Strength, Melee 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. If the bane has the Demon trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Staff of Divination

Weapon Level 5 · Traits: Staff, Melee, Magic, Arcane, Divine · Check to Acquire: Strength, Melee 12 or Arcane, Divine 14

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+1.
  • At the start of your turn, reveal this card and discard a spell to examine the top card of any character deck or location deck.

Staff of Toxins

Weapon Level 4 · Traits: Staff, Melee, Magic, Arcane, Poison · Check to Acquire: Strength, Melee 9 or Arcane 11

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d12 and the Poison trait.
  • Display this card when a character at your location encounters a monster. While displayed, add 1d6 and the Poison trait to checks to defeat monsters by characters at your location. At the end of each turn, discard a spell or this card.

Spellsword +2

Weapon Level 4 · Traits: Sword, Melee, Slashing, Magic · Check to Acquire: Strength, Melee, Arcane, Divine 11

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
  • Recharge this card to recharge a random spell from your discard pile.

Flaming Icy Axe +1

Weapon Level 6 · Traits: Axe, Melee, Slashing, Magic · Check to Acquire: Strength, Melee 11

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add another 2d6 and the Cold or Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.

  • Mendevian Crusader
  • Amulet of the Planes
  • Wizard's Hook
  • Staff of Heaven and Earth
  • Annihilation Spectacles
  • Staff of Empty Souls
  • Anubis Staff
  • Corrosive Storm
  • Waves of Blood
  • Lightning Touch
  • Defensive Shock
  • Call Weapon
  • Phantom Shield
  • Magic Weapon
  • Staff of Divination
  • Staff of Toxins
  • Spellsword +2
  • Flaming Icy Axe +1