Pathfinder Adventure Card Game: Occult Adventures Character Deck 1
Pathfinder Adventure Card Game: Occult Adventures Character Deck 1 Rulebook
Table of Contents
Characters
Card fronts only. The character sheets, which give each character's role, skills, hand size, proficiencies and powers, were not obtained, so they are not transcribed. Flavour text is omitted.
Estra
Character card front · Female, Human, Spiritualist
Meligaster
Character card front · Male, Halfling, Mesmerist
Rivani
Character card front · Female, Human, Psychic
Allies
Azaz Arafe and Zazu
Ally 2 · Traits: Human, Evoker, and Animal · Check to acquire: Charisma, Diplomacy, Arcane, or Divine 7
Powers: If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.
Clockwork Owl
Ally 4 · Traits: Automaton · Check to acquire: Intelligence or Wisdom 12
Powers: Recharge this card to add 2d8 to your Intelligence or Wisdom non-combat check.
Discard this card to succeed at your Perception or Survival check.
Cult Master
Ally 6 · Traits: Human, Mesmerist · Check to acquire: Charisma or Diplomacy 14
Powers: Bury this card to draw an ally from the box.
Discard this card to explore your location. During this exploration, if you defeat a monster and an effect allows you to draw it, you may also draw a monster from the box.
Dreamstalker
Ally 3 · Traits: Human, Mesmerist · Check to acquire: Charisma or Diplomacy 9
Powers: When you could attempt to temporarily close a location, discard this card to move and attempt to temporarily close your new location instead; after all attempts to temporarily close locations, move to your previous location.
During your explore step, discard this card to examine the top card of any location deck, then put that card on top of your location deck and encounter it.
Ectoplasm
Ally B · Traits: Undead, Phantom, Basic · Check to acquire: Wisdom or Divine 6
Powers: Reveal this card to add 1d4 and the Magic trait to your check against a card that has the Incorporeal trait.
Discard this card to evade your encounter with a non-villain monster; put it on top of the location deck it came from.
Formless Adept
Ally 5 · Traits: Elf, Psychic · Check to acquire: Charisma or Diplomacy 4
Powers: Reveal this card to ignore an effect that would shuffle your token card into a location deck.
Discard this card to explore your location. If you encounter a barrier, a weapon, an armor, or an item, you may evade it; put it on the bottom of your location deck.
Ghost Rider
Ally 2 · Traits: Elf, Cavalier · Check to acquire: Charisma or Diplomacy 9
Powers: Discard this card to move; any characters at your location may move with you. You may not play this card during an encounter.
Discard this card to explore your location. During this exploration, add 1d8 and the Melee trait to your combat checks.
Guard
Ally B · Traits: Human, Basic · Check to acquire: Constitution or Fortitude 4, or Charisma or Diplomacy 6
Powers: Recharge this card to add 1d6 to your Perception check.
Banish this card to reduce damage dealt to any character by 3.
Honaire
Ally · Loot B · Traits: Undead, Phantom, Veteran · Owner: Estra
Powers: On your Strength, Dexterity, Constitution, or combat check, put this card on top of your deck to add 1d6 plus the scenario's adventure deck number and the Undead trait.
Reveal this card to shuffle 1d4+1 random cards from your discard pile into your deck, then discard this card.
Idorii
Ally 1 · Traits: Half-Elf, Fighter · Check to acquire: Melee, Charisma, or Diplomacy 9
Powers: If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.
Mindblade
Ally 2 · Traits: Dwarf, Magus · Check to acquire: Charisma or Diplomacy 9
Powers: For your combat check, discard this card to use your Melee or Perception skill + 1d12. If you would fail the check, reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, if you would fail a combat check, reroll the dice; take the new result.
Mutator
Ally 1 · Traits: Human, Psychic · Check to acquire: Charisma or Diplomacy 9
Powers: When you defeat and banish a monster, discard this card to explore your location. During this exploration, add a number of d4s equal to the monster's adventure deck number to your combat checks.
Noble Brat
Ally B · Traits: Human, Aristocrat, Elite · Check to acquire: Charisma or Diplomacy 4
Powers: Recharge this card to add 1d6 to your Diplomacy check.
Discard this card to explore your location.
Onmyoji
Ally B · Traits: Human, Spiritualist · Check to acquire: Wisdom or Diplomacy 8
Powers: Discard this card to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
Discard this card to explore your location. During this exploration, if you have the Spiritualist trait, add 1d4 to your checks.
Pious Healer
Ally 5 · Traits: Human, Cleric · Check to acquire: Divine, Charisma, or Diplomacy 10
Powers: Reveal this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck, then discard this card. If the top card of the blessings discard pile has the Abadar trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Princeling
Ally 6 · Traits: Human, Aristocrat · Check to acquire: Charisma or Diplomacy 11
Powers: Reveal this card to add 2 to a Diplomacy check by a character at your location.
Recharge this card to succeed at your Diplomacy check.
Bury this card to succeed at your check to acquire a weapon, an armor, or an item.
Psychic Detective
Ally B · Traits: Elf, Investigator, Basic · Check to acquire: Charisma or Diplomacy 6
Powers: Recharge this card to add 1d6 to your Knowledge or Perception check.
Discard this card to examine the top card of your location deck, then you may explore your location.
Psychic Rager
Ally 4 · Traits: Halfling, Spiritualist · Check to acquire: Charisma or Diplomacy 11
Powers: Discard this card to draw a card that has the Phantom trait from your discard pile.
Discard this card to explore your location. If you encounter a monster, you may instead bury this card and add 2d12 to your checks to defeat it.
Sage
Ally B · Traits: Human, Sage, Basic · Check to acquire: Wisdom 7, or Charisma or Diplomacy 6
Powers: Recharge this card to add 1d6 to your non-combat Intelligence or Wisdom check.
Discard this card to explore your location.
Silver Balladeer
Ally B · Traits: Gnome, Bard, Basic · Check to acquire: Charisma or Diplomacy 6
Powers: Recharge this card to banish a card that has the Curse or Haunt trait displayed next to your deck.
Discard this card to explore your location.
Valet
Ally 3 · Traits: Human, Hireling · Check to acquire: Charisma or Diplomacy 7
Powers: Reveal this card to add 2 to your Diplomacy check.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat checks.
Vexing Daredevil
Ally 1 · Traits: Half-Elf, Mesmerist · Check to acquire: Charisma or Diplomacy 7
Powers: Discard this card to add 1d4 to your combat check. If the bane is not immune to the Mental trait, add another 1d4.
Discard this card to examine the top card of your location deck, then either move or explore your location.
Armor
Falcon Crown
Armor 4 · Traits: Light Armor, Attack, Magic · Check to acquire: Constitution, Fortitude, Arcane, or Divine 10
Powers: Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
Mystic Silk Coat
Armor 2 · Traits: Clothing, Light Armor, Magic, Elite · Check to acquire: Constitution or Fortitude 8
Powers: Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Padded Armor
Armor B · Traits: Light Armor, Basic · Check to acquire: Constitution or 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.
Robe of Vision
Armor 5 · Traits: Light Armor, Clothing, Magic · Check to acquire: Intelligence or Arcane 12
Powers: Reveal this card to add 2d6 to your Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Shield Cloak
Armor 1 · Traits: Clothing, Light Armor, Offhand, Magic · Check to acquire: Intelligence or Knowledge 8
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
Shroud Cloak
Armor 3 · Traits: Clothing, Light Armor, Magic · Check to acquire: Wisdom or Perception 6
Powers: Recharge this card to reduce damage other than Combat damage dealt to you by 1.
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, when you reset your hand, you may exchange this card with a random spell in your discard pile.
Skyplate Armor
Armor 6 · Traits: Light Armor, Magic · Check to acquire: Constitution, Fortitude, Craft, or Divine 12
Powers: Reveal this card to reduce all damage dealt to you by 2.
Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Straitjacket
Armor B · Traits: Light Armor · Check to acquire: Constitution or Fortitude 3
Powers: Recharge this card to reduce damage other than Combat damage dealt to you by 1.
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, when you reset your hand, you may exchange this card with a random spell in your discard pile.
Blessings
Blessing of Abadar
Blessing 2 · Traits: Divine, Abadar · Check to acquire: Dexterity or Disable 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 to defeat a barrier.
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 Milani
Blessing B · Traits: Divine, Milani · Check to acquire: Dexterity or Wisdom 7, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Dexterity or Wisdom 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 Nethys
Blessing 4 · Traits: Divine, Nethys · Check to acquire: Wisdom or 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 Pharasma
Blessing 1 · Traits: Divine, Pharasma · Check to acquire: Intelligence, Arcane, or Divine 5
Powers: Discard this card to add 1 die to any check.
When any character plays a spell on a check, discard this card to add 2 dice.
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 Sivanah
Blessing 3 · Traits: Divine, Sivanah · Check to acquire: Intelligence or Charisma 7, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Intelligence or 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 the Gods
Blessing B · Traits: Divine, Basic · 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 the Lady of Graves
Blessing 6 · Traits: Divine, Undead, Pharasma · Check to acquire: Divine 10
Powers: Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Sign of the Daughter
Blessing 1 · Traits: Sign · Check to acquire: Intelligence or Wisdom 6, or Perception 4
Powers: Discard this card to add 1 die to any check. If the check is against a spell, recharge this card instead.
Discard this card to explore your location. If you encounter a spell, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Follower
Blessing 5 · Traits: Sign · Check to acquire: Strength 8, or Perception 6
Powers: Discard this card to add 1 die to any check. If the check is against a monster, recharge this card instead.
Discard this card to explore your location. If you encounter a monster, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Newlyweds
Blessing 3 · Traits: Sign · Check to acquire: Charisma 8, or Perception 6
Powers: Discard this card to add 1 die to any check. Once during this check, if you would discard an ally for its power, you may recharge it instead.
Discard this card to explore your location. Once during this exploration, if you would discard an ally for its power, you may recharge it instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Pack
Blessing B · Traits: Sign · Check to acquire: Wisdom 5, or Perception 3
Powers: Discard this card to add 1 die to any check. If the check is against a blessing, recharge this card instead.
Discard this card to explore your location. If you encounter a blessing, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Stargazer
Blessing 4 · Traits: Sign · Check to acquire: Intelligence or Wisdom 8, or Perception 6
Powers: Discard this card to add 1 die to any check. Once during this check, if you would discard a spell for its power, you may recharge it instead.
Discard this card to explore your location. Once during this exploration, if you would discard a spell for its power, you may recharge it instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Thrush
Blessing B · Traits: Sign · Check to acquire: Charisma 6, or Perception 4
Powers: Discard this card to add 1 die to any check. If the check is against an ally, recharge this card instead.
Discard this card to explore your location. If you encounter an ally, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Wagon
Blessing 2 · Traits: Sign · Check to acquire: Dexterity 8, or Perception 6
Powers: Discard this card to add 1 die to any check. Once during this check, if you would discard an item for its power, you may recharge it instead.
Discard this card to explore your location. Once during this exploration, if you would discard an item for its power, you may recharge it instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Items
Censer of Awakening
Item B · Traits: Object, Magic, Mental · Check to acquire: Wisdom or Perception 9 · Owner: Rivani
Powers: At the end of any turn, bury this card to choose a character; the turn passes to that character next.
After playing this card, you may succeed at a Perception 11 check to recharge this card instead of burying it.
Conch Shell
Item B · Traits: Object, Aquatic, Basic · Check to acquire: Wisdom or Perception 5
Powers: Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, you may succeed at a Perception 7 check to recharge it instead of discarding it.
Djinn Favor Amulet
Item 2 · Traits: Accessory, Magic, Healing · Check to acquire: Constitution or Fortitude 4, or Wisdom 7
Powers: Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
Dowsing Rod
Item B · Traits: Object, Mental, Basic · Check to acquire: Wisdom or Perception 4
Powers: Discard this card to examine the bottom card of your location deck. If it is a boon, you may put it on top of the location deck.
After playing this card, you may succeed at a Perception 6 check to recharge this card instead of discarding it.
Dreamcatcher
Item B · Traits: Object, Magic, Mental, Healing · Check to acquire: Wisdom or Perception 6
Powers: If it is not your turn, discard this card to add 1d6 to your check.
Reveal this card to draw a random card from your discard pile, then discard this card.
After playing this card, you may succeed at a Perception 8 check to recharge this card instead of discarding it.
Fez
Item B · Traits: Accessory, Magic · Check to acquire: Intelligence or Arcane 8 · Owner: Meligaster
Powers: Display this card and put a boon that has the Mental trait on top of it. You may play this boon as if it is in your hand. When you do, put a boon that has the Mental trait on top of this card or discard this card.
Hypnotist's Locket
Item 1 · Traits: Accessory, Magic, Mental · Check to acquire: Charisma or Arcane 8
Powers: For your check to acquire an ally or your combat check against a non-villain bane, discard this card to use your Charisma or Diplomacy skill + 1d8. If you fail this check and the ally would be banished or the bane is undefeated, you may put that card on top of the location deck it came from.
Lamp of Fiery Visions
Item 5 · Traits: Object, Magic · Check to acquire: Intelligence or Perception 9
Powers: Display this card next to a location. While displayed, you may recharge this card to examine the top 2 cards of this location deck.
Lithomancy Stones
Item 3 · Traits: Object, Magic, Mental · Check to acquire: Wisdom or Perception 8
Powers: Discard this card to choose a type of card and examine the top 3 cards of your location deck; set aside any cards of the chosen type. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have the Perception skill, banish it; otherwise, you may succeed at a Perception 10 check to recharge this card instead of discarding it.
Mask of the Mesmerists
Item 2 · Traits: Accessory, Magic · Check to acquire: Charisma or Arcane 10
Powers: When you encounter a monster from a location deck, display this card next to that deck and put the monster faceup on top of this card. The monster is neither defeated nor undefeated; it counts as the top card of the location deck except for the purpose of exploring. At the end of your turn, put the monster on top of its location deck and bury this card.
The Olivaro Opuscules
Item 6 · Traits: Book, Magic · Check to acquire: Intelligence or Knowledge 11
Powers: Bury this card to display 3 random allies that have Diplomacy in their checks to acquire from the box. You may play each of these cards as if it is in your hand; after you do, banish it. At the end of the scenario, banish any that remain.
Banish this card to draw 3 random allies that have Diplomacy in their checks to acquire from the box.
Pearl of Magic
Item 6 · Traits: Object, Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 10
Powers: Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell.
After playing this card, if you have the Arcane or Divine skill, you may bury a card to recharge this card instead of burying it.
Potion of Vision
Item B · Traits: Liquid, Alchemical, Basic · Check to acquire: Intelligence or Craft 4
Powers: When a character at your location attempts a non-combat Perception check, banish this card; that character succeeds at the check.
Ring of Psychic Mastery
Item 4 · Traits: Accessory, Magic · Check to acquire: Wisdom, Knowledge, or Perception 8
Powers: On your Knowledge or Perception non-combat check, reveal this card to add 3. If you succeed at the check, you may discard this card to draw a random boon that has the Sign trait from your discard pile.
Scrying Mirror
Item B · Traits: Object, Magic, Basic · Check to acquire: Arcane or Divine 5
Powers: Discard this card to examine the top card of the location deck at an occupied location, or the top 2 cards if you have a role card. If you are not at that location, you may then shuffle that deck.
After playing this card, you may attempt an Arcane or Divine 13 check to recharge this card instead of discarding it.
Soultheft Glass
Item 5 · Traits: Accessory, Magic · Check to acquire: Charisma, Arcane, or Divine 10
Powers: When a character at your location defeats a monster that is not immune to the Attack trait, display this card and that monster next to your deck. While displayed, you may discard this card and banish the monster to add 1d4 plus its adventure deck number to your check.
Staff of Revelations
Item 3 · Traits: Staff, Magic, Arcane · Check to acquire: Intelligence or Arcane 10
Powers: Reveal this card and recharge a spell to examine the top 2 cards of your location deck. You may encounter any cards that have the Elemental or Undead trait; otherwise, put the cards back in any order.
At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Tome of Origami Animals
Item 4 · Traits: Book, Magic · Check to acquire: Intelligence or Knowledge 11
Powers: Bury this card to display 3 random allies that have the Animal or Vermin trait from the box. You may play each of these cards as if it is in your hand; after you do, banish it. At the end of the scenario, banish any that remain.
Banish this card to draw 3 random allies that have the Animal or Vermin trait from the box.
Spells
Acid Jet
Spell B · Traits: Magic, Arcane, Divine, Attack, Acid, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
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.
Acute Senses
Spell B · Traits: Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 4
Powers: Display this card next to a character's deck. While displayed, add 1 die to that character's Perception checks.
While displayed, after that character explores, he may examine the top card of his location deck.
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 6 check to recharge it instead.
Burst of Adrenaline
Spell 1 · Traits: Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8, or Perception 6
Powers: During the exploration of a character at your location, discard this card to allow her to discard a card to add 2 dice to her Strength, Dexterity, or Constitution check; she may not explore again this turn.
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 10 or Perception 8 check to recharge this card instead of discarding it.
Charm Person
Spell B · Traits: Magic, Arcane, Mental · Check to acquire: Intelligence or Arcane 4
Powers: Bury this card to draw a random ally that has the Human trait from the box.
After playing this card, if you do not have the Arcane skill, banish it.
Confusion
Spell B · Traits: Magic, Arcane, Divine, Attack, Mental, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6
Powers: Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
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.
Create Mindscape
Spell 3 · Traits: Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 9, or Perception 7
Powers: Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at that location.
When the location is closed, 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 11 or Perception 9 check to recharge it instead.
Cure
Spell B · Traits: Magic, Divine, Healing, Basic · Check to acquire: Wisdom or Divine 6
Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Deathgrip
Spell 2 · Traits: Magic, Arcane, Divine, Attack, Undead, Cold · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens 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 10 check to recharge this card instead of discarding it.
Dominate
Spell 6 · Traits: Magic, Arcane, Divine, Attack, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 12
Powers: Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
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.
Dream Voyage
Spell 6 · Traits: Magic, Arcane · Check to acquire: Intelligence or Arcane 18
Powers: At the start of your explore step, bury this card to name a card, then examine any location deck until you find that card; set it aside. Shuffle the location deck, then put that card on top of the location deck. Then move any number of characters at your location to that location and end your explore step.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Fiery Glare
Spell B · Traits: Magic, Arcane, Divine, Attack, Fire, Elite · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
During your exploration, when you encounter a weapon, a spell, or an item, discard this card to banish it; you may explore again.
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 10 check to recharge this card instead of discarding it.
Frigid Blast
Spell B · Traits: Magic, Arcane, Divine, Attack, Cold, Basic · Check to acquire: Intelligence or Arcane 4, or Wisdom or Divine 6
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.
Ghost Whip
Spell 2 · Traits: Magic, Arcane, Divine, Attack · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8, or Perception 6
Powers: For your combat check, discard this card to use your Arcane, Divine, or Perception skill + 2d8. If the bane has the Incorporeal trait, add another 1d8.
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 10 or Perception 8 check to recharge this card instead of discarding it.
Hypercognition
Spell 4 · Traits: Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 12, or Perception 9
Powers: Display this card next to a character's deck. While displayed, that character adds 1 die to his Intelligence, Wisdom, and Charisma 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 14 or Perception 11 check to recharge it instead.
Inflict Pain
Spell 1 · Traits: Magic, Arcane, Divine, Attack, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8, or Perception 6
Powers: On the combat check of a character at your location, discard this card to add your Arcane, Divine, or Perception skill and the Mental trait. You may play this spell even if you played a 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 10 or Perception 8 check to recharge this card instead of discarding it.
Ley Line
Spell 4 · Traits: Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 12, or Perception 9
Powers: Display this card next to your location. While displayed, any character at this location may recharge a card to add 1 die to his check that invokes the Magic trait. When the location is closed, 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 14 or Perception 11 check to recharge it instead.
Mind Over Gravity
Spell 2 · Traits: Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8, or Perception 6
Powers: Discard this card to add 1d10 to any Dexterity check. If this check is during an encounter, after the encounter you may move.
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 10 or Perception 8 check to recharge this card instead of discarding it.
Mind Probe
Spell 1 · Traits: Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6, or Perception 4
Powers: Discard this card to choose a character. You may give him a spell or a blessing; he may give you a spell or a blessing.
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 or Perception 6 check to recharge this card instead of discarding it.
Mind Thrust
Spell B · Traits: Magic, Arcane, Attack, Mental, Veteran, Basic · Check to acquire: Intelligence or Arcane 7, or Perception 5
Powers: For your combat check, discard this card to use your Knowledge or Perception skill + 1d6 plus the scenario's adventure deck number.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 or Perception 7 check to recharge this card instead of discarding it.
Psychic Surgery
Spell 5 · Traits: Magic, Arcane, Divine, Healing, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 14, or Perception 11
Powers: Reveal this card and choose a number less than or equal to your Intelligence or Perception modifier. Shuffle that number of random allies, blessings, and spells from the discard pile of a character at your location into his deck, then discard this card.
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 16 or Perception 13 check to recharge this card instead of discarding it.
Safety Bubble
Spell 5 · Traits: Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 11
Powers: Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, 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 13 check to recharge it instead.
Scrying
Spell 4 · Traits: Magic, Arcane, Divine · Check to acquire: Intelligence or Arcane 10, or Wisdom or Divine 12
Powers: Discard this card to choose a type of card and examine the top 3 cards of any location deck. If there are cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.
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 12 check to recharge this card instead of discarding it.
Spiritual Ally
Spell B · Traits: Magic, Arcane, Divine, Phantom, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 7, or Perception 5
Powers: Discard this card to decrease the difficulty of a combat or Charisma check by a character at your location by 1 plus your Perception modifier. 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 9 or Perception 7 check to recharge this card instead of discarding it.
Swipe
Spell 3 · Traits: Magic, Arcane, Divine, Attack · Check to acquire: Intelligence or Arcane 8, or Wisdom or Divine 6
Powers: Discard this card to decrease the difficulty of any combat check by 3. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
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 10 check to recharge this card instead of discarding it.
Telempathic Projection
Spell B · Traits: Magic, Arcane, Divine, Mental, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 7, or Perception 5
Powers: On your Charisma or Wisdom non-combat check against a card you encounter, discard this card to add 1d10.
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 or Perception 7 check to recharge this card instead of discarding it.
Thought Shield
Spell 3 · Traits: Magic, Arcane, Mental · Check to acquire: Intelligence or Arcane 10, or Perception 8
Powers: Discard this card to reduce all damage dealt to a character at your location by your Intelligence or Perception modifier, then you may reset your hand. You may play this spell even if you played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 or Perception 10 check to recharge this card instead of discarding it.
Weapons
Dagger Cane
Weapon B · Traits: Staf [sic], Melee, Bludgeoning, Finesse · Check to acquire: Strength or Melee 5
Powers: For your combat check, reveal this card to use your Strength or Disable skill + 1d4; you may additionally discard this card to add another 1d4 and the Knife and Piercing traits.
On your Diplomacy or Disable check, discard this card to add 1d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Hand Crossbow
Weapon B · Traits: Bow, Ranged, Piercing, Basic · Check to acquire: Dexterity or Ranged 5
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Iceblade Spelldagger
Weapon 5 · Traits: Knife, Ranged, Piercing, Cold, Magic · Check to acquire: Dexterity or Ranged 12, or Arcane or Divine 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Javelin of Lightning
Weapon 1 · Traits: Spear, Ranged, Piercing, Magic, Elite · Check to acquire: Dexterity or Ranged 10
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
Planar Crossbow +2
Weapon 4 · Traits: Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity or Ranged 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location. If the bane has the Outsider trait, ignore the bane's immunities.
Spelldagger
Weapon B · Traits: Knife, Ranged, Piercing, Magic, Elite · Check to acquire: Dexterity, Ranged, or Arcane 4
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
On your combat check, if you played a spell that has the Attack trait, discard this card to add 1d4.
Staff of Dark Flame
Weapon 3 · Traits: Staff, Melee, Bludgeoning, 2-Handed, Magic, Elite · Check to acquire: Strength, Melee, Arcane, or Divine 12
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 and the Fire trait.
Reveal this card and discard a spell to decrease the difficulty of any combat check by 1d6+1.
Staff of Divination
Weapon 6 · Traits: Staff, Melee, Magic, Arcane, Divine · Check to acquire: Strength or Melee 12, or Arcane or 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.
Venomous Hand Crossbow +1
Weapon 2 · Traits: Bow, Ranged, Piercing · Check to acquire: Dexterity or Ranged 9
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally recharge another weapon that has the Ranged trait to add another 1d8+1 and the Poison trait.
Walking Stick
Weapon B · Traits: Staff, Melee, Bludgeoning, Basic · Check to acquire: Strength or Melee 5
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add another 1d6.
At the end of your turn, recharge this card to move.