Difference between revisions of "Living Fantasy LCG"
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| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ3 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ8 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ2 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ4 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ2 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ4 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ2 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ4 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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*Physical Ability, Stealth, Persistent | *Physical Ability, Stealth, Persistent | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
*Activate (Interrupt): Activate any time against one target; make one 1d4 Melee Attack against them. If the Attack deals Damage, the target looses 1 Turn. | *Activate (Interrupt): Activate any time against one target; make one 1d4 Melee Attack against them. If the Attack deals Damage, the target looses 1 Turn. | ||
*After Activating, destroy this card. | *After Activating, destroy this card. | ||
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---- | ---- | ||
*Loose one Turn. | *Loose one Turn. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; make one 1d8 Melee Attack against them. If the Attack deals Damage, the target looses 2 Turns. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ4 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; make one 2d6 Melee Attack against them. If the Attack deals Damage, the target looses 3 Turns. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =8 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; the target looses 1d4 Turns. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ1 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title =Flash Bang Mine<br>◄ ABILITY, ⚙ ► | | title =Flash-Bang Mine<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against up to 3 targets; the target looses 1d4 Turns. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ3 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn | *Loose one Turn; at the end of your next Turn this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against up to 3 targets; they each suffer 1d4+1 Explosion Damage, and each looses 1d4 Turns. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ6 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn | *Loose one Turn; at the end of your next Turn this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against up to 3 targets; they each suffer 1d6+1 Explosion Damage, and each looses 1d4+1 Turns. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | |||
| bgcolor =E50000 | |||
| cornervalue =Φ9 | |||
| image = | |||
| imgback = | |||
| flavortext = | |||
| creator = | |||
| minicard = | |||
}} | |||
{{AltCard | |||
| title =Hidden Ditch<br>◄ ABILITY, ⚙ ► | |||
| longtitle = | |||
| text = | |||
*Physical Ability, Stealth, Instant | |||
---- | |||
*Loose one Turn; at the end of your next Turn this card may be Activated. | |||
*Activate (Interrupt): Activate any time you are targeted by any hostile Melee Attack, Melee Spell, or Melee Ability; the hostile target takes 1 Physical Damage and looses one Turn. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ1 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Spiked Pit<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time you are targeted by any hostile Melee Attack, Melee Spell, or Melee Ability; the hostile target takes 3 Physical Damage and looses one Turn. | ||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ2 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Hidden Tangle<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time you are targeted by any hostile Melee Attack, Melee Spell, or Melee Ability; the hostile target takes 7 Physical Damage and looses one Turn. | ||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ4 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Leg Noose<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; they become Entangled, and may take no Actions other than attacking this trap. If this trap is reduced to 0⚙ while holding a target, the target suffers 1d6 Physical Damage. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ2 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Netfall Trap<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against up to three targets; they become Entangled, and may take no Actions other than attacking this trap. If this trap is reduced to 0⚙ while holding targets, the targets each suffer 1d6 Physical Damage. | ||
*After a target escapes, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ5 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Dart Whip Trap<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; make one 1d4 Ranged Attack against them. | ||
*After Activating, you may spend 1Φ to re-enable this trap as a normal Action. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ1 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Crossbow Trap<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; make one 1d8 Ranged Attack against them. | ||
*After Activating, you may spend 2Φ to re-enable this trap as a normal Action. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ3 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Dart Rain<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; deal 1d4 Ranged Damage to 1d6 targets. | ||
*After Activating, you may spend 3Φ to re-enable this trap as a normal Action. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ5 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Minefield<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
<b>Enters Play with 5Φ</b> | |||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *1Φ, Activate (Interrupt): Activate any time against up to 3 targets; they each suffer 1d4+1 Explosion Damage, and each looses 1d4 Turns. | ||
*After Activating, destroy this card. | |||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ10 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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{{AltCard | {{AltCard | ||
| title = | | title =Gauntlet<br>◄ ABILITY, ⚙ ► | ||
| longtitle = | | longtitle = | ||
| text = | | text = | ||
*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Loose one Turn; at the end of your next Turn place this card | *Loose one Turn; at the end of your next Turn place this card may be Activated. | ||
| longtext = | *Activate (Interrupt): Activate any time against one target; you may Activate as many active Trap cards as you wish. | ||
| longtext =true | |||
| type =RANGETYPE Stealth Ability | | type =RANGETYPE Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ8 | ||
| image = | | image = | ||
| imgback = | | imgback = | ||
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*Physical Ability, Stealth, Instant | *Physical Ability, Stealth, Instant | ||
---- | ---- | ||
*Play this immediately while placing any Trap into play; you do not loose any Turns from placing the Trap into play, | *Play this immediately while placing any Trap into play; you do not loose any Turns from placing the Trap into play, and it may be activated immediately. | ||
| longtext = | | longtext = | ||
| type =Self Only Stealth Ability | | type =Self Only Stealth Ability | ||
| bgcolor =E50000 | | bgcolor =E50000 | ||
| cornervalue = | | cornervalue =Φ4 | ||
| image = | | image = | ||
| imgback = | | imgback = |
Revision as of 03:28, 23 November 2015
WIP Card Game
Rules
- Beginning of play
- All Players start with ¢50, and can never have more than 50.
- All players begin with one randomly chosen Character card, plus 3 LCG cards.
- All players are immune to damage until all players have taken one turn.
- Turn Phase
- For each Character or Summon Card in play, roll one 6-sided die of the correct color (Black, Grey, Bronze, Silver, Gold, or White). That Character/Summon gains that many Φ (Tokens) immediately.
- Draw one Card; it must be either a LCG or Character card.
- Play Cards, if possible. Cards often have an associated cost in either ¢ (Crystals) or Φ (Tokens). This cost must be paid when the card is put into play.
- If a card has a Token cost associated with it, there must be a Character/Summon in play with enough Tokens to activate it. Pay the card's cost from that Character/Summon's pool of Tokens. The Character/Summon must be able to use that card; the Tags on the card (above the line) must match Subtitle of the Character/Summon.
- A given Character or Summon may only perform one action per turn, unless otherwise allowed by a card.
- A Player may only have up to 3 Characters in play at once. To play a different one, a Player must either discard one (along with all their held items), or play a card that allows an increase in the number of playable Characters.
- If a card automatically gives the player ¢, he may collect them after playing the card.
- If a card played acquires Tokens each turn, they may not do so until the beginning of the player's next turn.
- Some cards can be played out of turn order; these are either labeled Interrupt or Counter. If An Interrupt or Counter allows you to make an Attack or cast a Spell, you must pay the normal Φ cost for that Action, unless otherwise specified.
- Interrupt cards can be played in response to certain actions, as described on the card; their effect preempts (HAPPENS BEFORE) the action that allowed you to play them.
- Counter cards can be played in response to certain actions, as described on the card; their effect follows (HAPPENS AFTER) the action that allowed you to play them.
- An Item card must be played on a specific Character. Summons cannot use Items.
- Some Summons have items names in (Parentheses) listed after their Attack or Defense Abilities; these increase the Attack, Damage, or Defense of the Summon whenever that Ability is rolled, at no extra Φ cost
- Spells that summon or conjure an entity gain special Tokens to represent their own health, independent of the Player's. This is lost before damage is dealt to your ¢ reserve. A spell must specify the correct type of Token if it is used to heal; for example a ¢ healing spell cannot restore ★, nor can a 💀 restore ⚙; each type is typically mutually exclusive to all other types, except where noted.
- ♥ (Heart) Used for Physical Summons of non-magical entities, this can be Restored by ¢ and ★ targeting effects;
- ★ (Star) Used for Magic, Psychic, and Spirit Summons;
- ⚙ (Gear) Used for Mechanical Summons;
- 💀 (Skull) Used for Undead Summons
- Effects that Restore ★ or ¢ can be used to Restore ♥.
- If a card has a Token cost associated with it, there must be a Character/Summon in play with enough Tokens to activate it. Pay the card's cost from that Character/Summon's pool of Tokens. The Character/Summon must be able to use that card; the Tags on the card (above the line) must match Subtitle of the Character/Summon.
- Tags: Various Tags can appear on cards, applying specific rules to them.
- 1 TYPE Die The card gains Φ Tokens each turn by rolling one die of the specified color.
- +1 TYPE Die This card adds one of the specified dice to the target's Φ die roll.
- Fly: Immune to Melee Attacks made by non-flying targets.
- Many cards, like Spells or Items, are categorized as either Instant, Limited, or Persistent.
- Instant cards perform their description once, and are then discarded.
- Limited cards perform their description for a finite set of turns - such as one, or 1d4.
- Persistent cards perform their description indefinitely, remaining in play until they are deliberately removed.
- Magic Spell: The spell channels magical energies, and cannot be cast by any Martial Character. It costs +1 Φ to cast by Psychic or Spirit Spell casters, unless they can cast all spells as Magic.
- Psychic Spell: The spell focuses mental power, and cannot be cast by any Martial Character. It costs +1 Φ to cast by Magic or Spirit Spell casters, unless they can cast all spells as Psychic.
- Spirit Spell: The spell channels spirit beings, and cannot be cast by any Martial Character. It costs +1 Φ to cast by Magic or Psychic Spell casters, unless they can cast all spells as Spirit.
- Physical: Physical abilities can be used by various characters, but only if they possess the correct Attack types.
- Melee: This attack requires up close contact with physical objects; it deals Physical Damage unless otherwise noted.
- Ranged: This attack uses physical objects projected over a distance; it deals Physical Damage unless otherwise noted.
- Whip: A long-ranged Melee Attack, Whip Attacks count as both Ranged and Melee; it deals Physical Damage unless otherwise noted. If any Whip Attack deals Damage, the target looses one Turn.
- Machine: This attack uses an artificial mechanism to inflict damage in close contact.
- Alchemical: This attack uses a thrown object containing powders, liquids, or other concoctions to deal damage.
- Explosive: This attack deals damage by detonating an explosive substance, typically projected over a distance.
- Undead: A reanimated being, returned unnaturally from the dead. Fire, Light, and Purity Damage that is successfully applied to Undead targets deals +1 Damage per Die.
- Demon: An extra-world being of malevolent intent. Light and Purity Damage that is successfully applied to Demon targets deals +2 Damage per Die.
- Rooted: This card is physically fixed to the ground, and cannot leave it as long as it is in play. It is immune to any effects that put it into a player's hand, returns it to the deck, or changes which player it serves. It cannot gain movement-dependent abilities, such as fly. When killed it is discarded normally, and can be resurrected by any player, normally.
WIP
- Attacking
- An attack may be directed directly at another Player, or against any of another player's cards in play, if possible. If you directly attack a Player, he may choose a Character or Summon to be the target instead, or he may let the attack hit him directly.
- Whenever a Player is directly attacked, he gains Φ1 for each point of Damage dealt. This does NOT apply for damage that a player's cards fail to negate.
- When attacking, select an ability or card, pay it's Φ cost, and roll the dice indicated on the card you are attacking with. The defender, if using a card that grants Defense, then rolls his own dice, if he can pay the cost for them. If either party has any modifiers, apply them as well.
- If the attacker's score is higher than the defender's, the difference in their values becomes damage; deduct the corresponding number of ¢ from the defender's Crystal pool.
- If the defender's score is equal or higher than the attacker's, the difference in their values becomes damage rebounded against the attacker; deduct the corresponding number of ¢ from the attacker's Crystal pool.
- If the defender is a Summon or Conjuration, subtract the damage from the defender's ★ pool; if the damage is enough to reduce this pool to zero, destroy the defender. Subtract the damage dealt to the defender from the damage dealt, and then apply the damage to the defending Player's Crystal pool.
- Characters cannot be killed through damage in combat, but they can be removed from the game in other ways through various cards.
- Not Enough Φ: If a Character or Summon has insufficient Φ to use an Ability, they may not use it. The exception is Defense; any Character or Summon may spend Φ1 to roll 1d4 for Defense. If a Character (but not Summons) have Φ0, they may be discarded to negate the effect targeting them.
- An attack may be directed directly at another Player, or against any of another player's cards in play, if possible. If you directly attack a Player, he may choose a Character or Summon to be the target instead, or he may let the attack hit him directly.
- Loot
- You may spend ¢1 per Turn to draw one Item card.
- If you remove a Character from play, draw one Item card.
- Potion Item Cards may have a ¢, ★, or Φ value on them; these items grant one-time increases in their respective values (Instant), temporary increases (Limited), or permanent ones (persistent). Their effects last as long as the card remains in play. Unlike all other Item cards, Potions, can affect Summons and Conjurations.
- Defeat
- A Player who has been reduced to 0 Crystals at any time is eliminated from play.
Character Cards
¢9
Wizzy Magicy◄ ARCANIST ►
Magic Generalist
Copper Die
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
- 1d10, Φ4: Defense
- All Spells also count as Magic type
¢9
Shooty Bowman◄ ARCHER ►
Ranged Generalist
Copper Die
- 1d8 Φ3: Ranged Attack
- 1d14 Φ6: Ranged Attack
- 1d6 Φ2: Defense
¢11
Leo Murderano◄ ASSASSIN ►
Combat Specialist
Gold Die
- 1d6, Φ2: Ranged Attack
- 2d6, Φ6: Poison Attack
- 1d8, Φ3: Defense
- Poisoned Blade: If a Poison Attack deals Damage, it deals 1 Damage every turn thereafter
¢10
Axeinhead◄ BARBARIAN ►
Melee Specialist
White Die
- 1d8, Φ3 Melee Attack
- 2d6, Φ8 Berserk Attack
- 2d8, Φ7 Berserk Attack
- 1d4, Φ1 Defense
- Frenzy: If a Berserk Attack deals Damage, it deals +1d6 Damage
¢9
Spoony Bardington◄ BARD ►
Generalist
Copper Die
- 1d4, Φ1: Melee Attack
- d8, Φ3: Magic Attack
- 1d6, Φ2: Defense
- All Spells also count as Psychic type
¢7
Bob Roberts◄ COMMONER ►
Specialist
Black Die
- 1d4, Φ1: Melee Attack
- 1d4, Φ1: Defense
- -Φ3, Draw 1 Card
- -Φ1, Restore ¢1d4
¢10
Wicked Evilchick◄ DIABLOIST ►
Magic Specialist
Copper Die
- 1d6, Φ2: Magic Attack
- 1d4, Φ1: Defense
- Φ-2: Infernal: +2 Defense & Attack against Spirit effects
- All Spells also count as Spirit type
¢11
Paper Trails◄ DIPLOMAT ►
Specialist
Gold Die
- 1d4, Φ1: Melee Attack
- 1d6, Φ2: Defense
- -Φ4: Negate any 1 Attack
- -Φ5: Negate any 1 Action
¢8
Sven Karlov◄ DIVINER ►
Psychic Specialist
Copper Die
- 1d4, Φ1: Spirit Attack
- 1d6, Φ2: Defense
- 1d8, Φ3: Defense
- 1d10, Φ4: Defense
- All Spells also count as Psychic type
¢12
Treehuggeress◄ DRUID ►
Spirit Generalist
White Die
- 1d4, Φ1: Melee Attack
- 1d8, Φ3: Defense
- -Φ2: Restore ¢1d6
- -Φ4: One target gains Φ2
- All Spells also count as Spirit type
¢12
Elmo Nental◄ ELAMENTIA ►
Magic Specialist
Gold Die
- 1d8, Φ3, Magic Attack
- 1d10, Φ4, Magic Attack
- 1d6, Φ2, Defense
- All Spells also count as Magic type
¢10
Divine Holyson◄ HEALER ►
Spirit Specialist
Gold Die
- 1d6, Φ2: Melee Attack
- 1d8, Φ4: Defense
- -Φ2, Restore ¢1d4
- -Φ3, Restore ¢1d8
- -Φ4, Restore ¢1d10
- All Spells also count as Spirit type
¢9
Wick Edman◄ INQUISITOR ►
Mechanic Specialist
Copper Die
- 1d6, Φ2, Melee Attack
- 1d8, Φ3, Poison Attack
- 1d10, Φ4, Mechanical Attack
- 1d8, Φ3, Defense
¢9
Kaboom◄ INVOKER ►
Magic Generalist
Copper Die
- 1d4, Φ1: Melee Attack
- 1d10, Φ4: Magic Attack
- 1d12, Φ5: Magic Attack
- 1d6, Φ2: Defense
- All Spells also count as Magic type
¢10
Sir Clankington◄ KNIGHT ►
Melee Specialist
Copper Die
- 1d6, Φ2: Melee Attack
- 1d10, Φ4: Melee Attack
- 1d8, Φ3: Defense
- 2d12, Φ6: Defense
- -Φ1, Interrupt: Force 1 Attack to target you instead of the original
¢8
Skyro Wizbang◄ METAMAGE ►
Magic Specialist
Silver Die
- 1d4, Φ1: Melee Attack
- 1d6, Φ1: Defense
- -ΦX Interrupt: Negate 1 Spell as it is played, where X is the level of the spell played
- All Spells also count as Magic type
¢12
Dark Artsy◄ NECROMAGE ►
Spirit Specialist
White Die
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
- -Φ1, Restore 💀1d6 to a Summon
- -Φ3, Restore 💀1d10 to a Summon
- -Φ5, Restore 💀1d14 to a Summon
- All Spells also count as Spirit type
¢11
Hal Shiony◄ PALADIN ►
Melee & Spirit Specialist
Gold Die
- 1d8, Φ3: Melee Attack
- 1d6, Φ2: Spirit Attack
- 1d12, Φ5: Melee & Spirit Attack
- 1d6, Φ2: Defend
- -Φ1, Regain ¢1d4
- All Spells also count as Spirit type
¢10
Treeknife◄ RANGER ►
Melee & Ranged Specialist
Silver Die
- 1d6, Φ2: Melee Attack
- 2d6, Φ6: Melee Attack
- 1d8, Φ3: Ranged Attack
- 1d12, Φ5: Ranged Attack
- 1d6, Φ2: Defense
¢10
Sneak McThief◄ ROGUE ►
Combat Specialist
Silver Die
- 1d4, Φ1, Ranged Attack
- 1d4, Φ1, Melee Attack
- 1d6, Φ2, Defense
- -Φ3: Steal 1 random card from a target Player's hand
- -ΦX: Gain +Xd4 Melee Damage dealt
¢11
Hammertime◄ RUNESMITH ►
Magic Specialist
White Die
- 1d6, 2Φ, Melee Attack
- 1d6, 2Φ, Defense
- -Φ2 One target gains +2 to Defense
- -Φ5, Draw 1 Card
- -Φ4: One target gains Φ2
- All Spells also count as Magic type
¢11
Ooold Man◄ SAGE ►
Psychic Specialist
Gold Die
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- -ΦX Interrupt: Negate 1 Spell as it is played, where X is the level of the spell played
- -Φ10 Interrupt: Negate any one card as it is played
- All Spells also count as Psychic type
¢12
Yuno Bombah◄ SAPPER ►
Specialist
White Die
- 1d4, Φ1: Ranged Attack
- 2d4, Φ4: Explosion Attack
- 2d6, Φ6: Explosion Attack
- 1d6, Φ2: Defense
- -Φ9, Timebomb: Interrupt: Deal 2d10 Damage to target
¢11
Beatrice Cain◄ SCIENTIST ►
Specialist
Gold Die
- 1d6, Φ2: Mechanical Attack
- 2d6, Φ6; Alchemical Attack
- 1d4, Φ1: Defense
- -Φ1, Restore ⚙1d4 to a Summon
- -Φ2, Restore ⚙1d6 to a Summon
¢11
Melvilla Nune◄SHADEMIND►
Psychic Generalist
Gold Die
- 1d8, Φ3: Psychic Attack
- 1d6, Φ2: Defense
- -Φ3, Interrupt: Force 1 Attack or Spell to effect a different target of your choosing, instead of the original
- All Spells also count as Psychic type
¢10
Dash Wicker◄ SKIRMISHER ►
Combat Generalist
Copper Die
- 1d6, Φ2: Melee Attack
- 1d8, Φ3: Ranged Attack
- 1d6, Φ2: Defense
- -Φ2, Interrupt: Force 1 Attack to effect a different target of your choosing, instead of yourself
¢9
Clink Clank◄ SOLDIER ►
Melee Generalist
Copper Die
- 1d6, Φ2: Melee Attack
- 1d6, Φ2: Defense
- -Φ1, Interrupt: Force 1 Attack to target you instead of the original
- -ΦX: Interrupt: Reduce Damage taken by X
¢15
Jane Swiftcroft◄ SUMMONER ►
Spirit Specialist
Bronze Die
- 1d4, Φ1: Magic Attack
- 1d6, Φ2: Defense
- -Φ1, Restore ★1d4 to a Summon
- -Φ2, Restore ★1d6 to a Summon
- -Φ3, Restore ★1d8 to a Summon
¢11
Nota Jedeye◄TELEKENETIC►
Psychic Specialist
Gold Die
- 1d6, Φ2: Ranged Attack
- 2d6, Φ6: Ranged Attack
- 1d8, Φ3: Defense
- -Φ2, Interrupt: Force 1 Spell to effect a different target of your choosing, instead of yourself
- All Spells also count as Psychic type
¢10
Inyer Brahnn◄ TELEPATH ►
Psychic Specialist
Copper Die
- 1d8, Φ3: Psychic Attack
- 2d8, Φ7: Psychic Attack
- 1d6: Φ2: Defense
- All Spells also count as Psychic type
¢9
Fighty McStabby◄ WARRIOR ►
Melee Generalist
Copper Die
- 1d6, Φ2: Melee Attack
- 1d10, Φ4: Melee Attack
- 1d6, Φ2: Defense
- 1d10, Φ4: Defense
¢10
Kookie◄ WILDER ►
Psychic Specialist
Copper Die
- 1d6, Φ4: Psychic Attack
- 1d6, Φ4: Defense
- -Φ2, Interrupt: Force 1 Spell to effect a different target of your choosing, instead of yourself
- -Φ1, Interrupt: Force 1 Spell to target you instead of the original
- All Spells also count as Psychic type
¢9
Blake Ironsides◄ ENGINEER ►
Mechanic Generalist
Copper Die
- 1d6, Φ2: Mechanical Attack
- 1d10, Φ4; Electric Attack
- 1d6, Φ2: Defense
- -Φ2, Interrupt: Force 1 Attack to effect a different target of your choosing, instead of yourself
¢10
Lord Killinger◄ NOBLE ►
Combat Specialist
Silver Die
- 1d8, Φ3: Melee Attack
- 1d10, Φ4: Melee Attack
- 2d6, Φ6: Ranged Attack
- 1d6, Φ2: Defense
¢11
Bloodbeard◄ PIRATE ►
Combat Specialist
Gold Die
- 1d6, Φ2: Ranged Attack
- 1d8, Φ3: Melee Attack
- 2d6, Φ6: Explosion Attack
- 1d6, Φ2: Defense
¢9
NAME NAME◄ TEMPLATE ►
TYYYYYYYYYYYYYYYYYYYYYPE
Copper Die
- 1d6, Φ4: Psychic Attack
- 1d6, Φ4: Defense
Item Cards
Weapons
Whip
◄ WEAPON ►
◄ WEAPON ►
Melee Weapon
- Melee, Physical
- +1d4 Physical Damage
- If you deal damage, your target looses one Turn.
Chain
◄ WEAPON ►
◄ WEAPON ►
Melee Weapon
- Melee, Physical
- +1d8 Physical Damage
- If you deal damage, your target Character looses 1 turn.
Magic Weapons
Armor
Small Shield
◄ ARMOR ►
◄ ARMOR ►
Shield
- Physical, Metal, Armor
- +1d6 Defense
- Only 1d4 Defense vs. non-Physical damage
Medium Shield
◄ ARMOR ►
◄ ARMOR ►
Shield
- Physical, Metal, Armor
- +1d8 Defense
- Only 1d6 Defense vs. non-Physical damage
Heavy Shield
◄ ARMOR ►
◄ ARMOR ►
Shield
- Physical, Metal, Armor
- +1d10 Defense
- Only 1d8 Defense vs. non-Physical damage
Tower Shield
◄ ARMOR ►
◄ ARMOR ►
Shield
- Physical, Metal, Armor
- +1d12 Defense
- Only 1d10 Defense vs. non-Physical damage
Iron Coronet
◄ ARMOR ►
◄ ARMOR ►
Coronet
- Psychic, Metal, Armor
- +1d6 Defense
- Only 1d4 Defense vs. Physical damage
Silver Coronet
◄ ARMOR ►
◄ ARMOR ►
Coronet
- Psychic, Metal, Armor
- +1d8 Defense
- Only 1d4 Defense vs. Physical damage
Gold Coronet
◄ ARMOR ►
◄ ARMOR ►
Coronet
- Psychic, Metal, Armor
- +1d10 Defense
- Only 1d4 Defense vs. Physical damage
Platinum Coronet
◄ ARMOR ►
◄ ARMOR ►
Coronet
- Psychic, Metal, Armor
- +1d12 Defense
- Only 1d4 Defense vs. Physical damage
Leather Duster
◄ ARMOR ►
◄ ARMOR ►
Duster
- Magic, Cloth, Armor
- +1d8 Defense
- Only 1d6 Defense vs. Physical damage
Beasterhide Duster
◄ ARMOR ►
◄ ARMOR ►
Duster
- Magic, Cloth, Armor
- +1d10 Defense
- Only 1d6 Defense vs. Physical damage
Dragonhode Duster
◄ ARMOR ►
◄ ARMOR ►
Duster
- Magic, Cloth, Armor
- +1d12 Defense
- Only 1d8 Defense vs. Physical damage
Talon Talisman
◄ ARMOR ►
◄ ARMOR ►
Talisman
- Spirit, Natural, Armor
- +1d6 Defense
- Only 1d4 Defense vs. Physical damage
Ivory Talisman
◄ ARMOR ►
◄ ARMOR ►
Talisman
- Spirit, Natural, Armor
- +1d8 Defense
- Only 1d4 Defense vs. Physical damage
Pearl Talisman
◄ ARMOR ►
◄ ARMOR ►
TYPE Armor
- Spirit, Natural, Armor
- +1d10 Defense
- Only 1d4 Defense vs. Physical damage
Mythic Talisman
◄ ARMOR ►
◄ ARMOR ►
Talisman
- Spirit, Natural, Armor
- +1d12 Defense
- Only 1d4 Defense vs. Physical damage
Abilities & Spells
Arcana
Φ2
Summon Raven Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, Φ1: Psychic Attack
- 1d4, Φ1: Defense
- You may Discard this card to draw two cards from any deck; keep one and discard the other
Φ2
Summon Feline Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Magic Attack
- 1d4, 1Φ: Defense
- Caster: You may cast up to Φ2 Spells
Φ2
Summon Volkata Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Spirit Attack
- 1d4, 1Φ: Defense
- Guardian: You may Discard this card when any Undead Summon is played; discard the target Undead Summon
Φ2
Summon Alatakata Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Magic Attack
- 1d4, 1Φ: Defense
- Hellcat: You may Discard this card when any Character is played; deal 1d4 Fire Damage
Φ2
Summon Serpent Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Bite: If your Attack deals damage, the target takes 1 Poison Damage every turn thereafter
Φ2
Summon Owl Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Spirit Attack
- 1d4, 1Φ: Defense
- Deathkeen: You may Discard this card to deal 1d4 Spirit Damage to all Undead in play
Φ2
Summon Rat Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Magic Attack
- 1d4, 1Φ: Defense
- Soulgnaw: You may Discard this card to remove all Φ from a single target
Φ2
Summon Wyrmling Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Magic Attack
- 1d4, 1Φ: Defense
- -Φ4, Breathe: Deal 2d4 Fire damage
Φ2
Summon Bat Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Echo: You may Discard this card, then select one target; the target's Defense roll is halved for one Turn
Φ2
Summon Hawk Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Zero: You may Discard this card to grant one target a +2 Attack Bonus for one Turn
Φ2
Summon Eagle Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Snatch: You may Discard this card to steal one target Item card in play
Φ2
Summon Hound Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Herd: You may Discard this card to target a second target with any single-target Action
Φ2
Summon Wisp Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Absorb: You may Discard this card to negate any one Limited Spell
Φ2
Summon Specter Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Psychic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- -Φ1, Fear: Target looses one Turn
Φ2
Summon Spirit Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Spirit Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Overchannel: You may Discard this card to cast a second Spell of up to Φ2 for free
Φ2
Summon Golem Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Reanimate: Any time this Summon is killed or ended, roll 1d6; on a roll of 4+ it survives with 1★
Φ2
Summon Sprite Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Wildwind: You may Discard this card to Restore 1d4★ to all Wilderness Summons in play
Φ2
Summon Star Mote Familiar◄ SPELL, 2★ ►
Ranged Arcana Spell
Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Psychic Attack
- 1d4, 1Φ: Defense
- Sacrifice: You may Discard this card to Restore ¢2 for each Character you have in play
Φ1
Recall◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Instant
- Select one of your Characters already in play; place their card into your hand. Discard any items they held.
Φ1
Flicker◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Any time you are attacked, roll 1d6; on a roll of 6 the attack fails.
Φ1
Energy Flux◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Play against a target; any spell targeting them deals +1 Damage per die.
Φ1
Clumsiness◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Instant
- Target Character must discard 1 Item.
Φ1
Minor Life Field◄ SPELL, 2★ ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Protects one target; any time the target takes damage, reduce the damage by 1
Φ2
Banish Character◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Instant
- Select one enemy Character already in play; Discard that character and any items they held.
Φ2
Steal Item◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Instant
- Steal 1 random Item from an enemy's hand.
Φ2
Displacement◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Any time you are attacked, roll 1d6; on a roll of 5 or 6 the attack fails.
Φ2
Power Infusion◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Temporary
- After casting this Spell, your next Spell deals +2 Damage per die.
Φ2
Lesser Life Field◄ SPELL, 4★ ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Protects one target; any time the target takes damage, reduce the damage by 2
Φ3
Unsummon◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, TAGS
- Select one Summoned target up to Φ3, and roll 1d6. On a roll of 1, 2, or 3 the target is discarded.
Φ3
Steal Character◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, TAGS
- Pick another player and roll 1d6; on any roll but a 1, they must select one of their in-play Characters and give it to you. Place it in your hand. Any items that character held are discarded.
Φ3
Polymorph◄ SPELL, 3★ ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Roll 1d6; on any roll but a 1 the target is turned into this creature
- 1, Φ1: Physical Attack
- 1, Φ1: Defense
- At the start of your turn, roll 1d6. On a 1, this effect is dispelled
- If this creature is killed, discard the original character's card
Φ3
Phasing◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Any time you are attacked, roll 1d6; on a roll of 4+ the attack fails.
Φ3
Life Field◄ SPELL, 6★ ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Protects one target; any time the target takes damage, reduce the damage by 3
Φ4
Cloaking Shell◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Any time you are attacked, roll 1d6; on a roll of 3+ the attack fails.
Φ4
Unmake Enemy◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Instant
- Pick another player and roll 1d6; on any roll but a 1, they must select one of their in-play Characters and give it to you. Place it in your hand. Any items that character held are discarded.
Φ4
Unmake Item◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, TAGS
- Pick one of any player's items currently in play and discard it.
Φ4
Major Life Field◄ SPELL, 8★ ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Protects one target; any time the target takes damage, reduce the damage by 4
Φ5
Invisibility◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Any time you are attacked, roll 1d6; on a roll of 2+ the attack fails.
Φ5
Unmake Character◄ SPELL ►
Ranged Arcana Spell
- Magic Spell, Instant
- Pick another player and roll 1d6; on any roll but a 1, they must select one of their in-play Characters and discard it and any items they hold.
Φ5
Ultimate Life Field◄ SPELL, 10★ ►
Ranged Arcana Spell
- Magic Spell, Persistent
- Protects one target; any time the target takes damage, reduce the damage by 5
Champion
Φ1
Minor Skillful Blade◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Slashing Damage, your Attack gains a +1 bonus.
Φ2
Lesser Skillful Blade◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Slashing Damage, your Attack gains a +2 bonus.
Φ3
Skillful Blade◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Slashing Damage, your Attack gains a +3 bonus.
Φ4
Greater Skillful Blade◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Slashing Damage, your Attack gains a +4 bonus.
Φ5
Ultimate Skillful Blade◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Slashing Damage, your Attack gains a +5 bonus.
Φ1
Minor Powerful Maul◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Bludgeoning Damage, your Attack gains a +1 bonus.
Φ2
Lesser Powerful Maul◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Bludgeoning Damage, your Attack gains a +2 bonus.
Φ3
Powerful Maul◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Bludgeoning Damage, your Attack gains a +3 bonus.
Φ4
Greater Powerful Maul◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Bludgeoning Damage, your Attack gains a +4 bonus.
Φ5
Ultimate Powerful Maul◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your currently held Melee weapon deals Bludgeoning Damage, your Attack gains a +5 bonus.
Φ1
Minor Smiting◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your Melee Attack deals Damage, increase Physical Damage by +1.
Φ2
Lesser Smiting◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your Melee Attack deals Damage, increase Physical Damage by +2.
Φ3
Smiting◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your Melee Attack deals Damage, increase Physical Damage by +3.
Φ4
Greater Smiting◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your Melee Attack deals Damage, increase Physical Damage by +4.
Φ5
Ultimate Smiting◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- If your Melee Attack deals Damage, increase Physical Damage by +5.
Φ1
Narrow Dodge◄ ABILITY ►
Self Only Physical Ability
- Physical Ability, Instant
- Increase Defense by +1.
Φ2
Back Step Dodge◄ ABILITY ►
Self Only Physical Ability
- Physical Ability, Instant
- Increase Defense by +2.
- Quick Hit (Counter):If your Defense is successful, you may spend Φ1 to make a 1d4 Melee Attack at your Attacker.
Φ3
Tumbling Dodge◄ ABILITY ►
Self Only Physical Ability
- Physical Ability, Instant
- Increase Defense by +3.
- Sweeping Recover (Counter):If your Defense is successful, you may spend Φ2 to make a 1d6 Melee Attack at your Attacker.
Φ4
Ducking Dodge◄ ABILITY ►
Self Only Physical Ability
- Physical Ability, Instant
- Increase Defense by +4.
- Uppercut (Counter):If your Defense is successful, you may spend Φ3 to make a 1d8 Melee Attack at your Attacker.
Φ5
Sidestep Dodge◄ ABILITY ►
Self Only Physical Ability
- Physical Ability, Instant
- Increase Defense by +5.
- Spiral Strike (Counter):If your Defense is successful, you may spend Φ4 to make a 1d10 Melee Attack at your Attacker.
Φ1
Minor Warding◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- Reduce Damage taken from any source by 1.
Φ2
Lesser Warding◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- Reduce Damage taken from any source by 2.
Φ3
Warding◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- Reduce Damage taken from any source by 3.
Φ4
Greater Warding◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Persistent
- Reduce Damage taken from any source by 4.
Φ5
Ultimate Warding◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, DURATION
- Reduce Damage taken from any source by 5.
Φ1
Minor Devoted Resistance◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If you are directly targeted by a hostile spell, that spell casts +1Φ to play against you. Once the spell has been cast, discard this card.
Φ2
Lesser Devoted Resistance◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If you are directly targeted by a hostile spell, that spell casts +2Φ to play against you. Once the spell has been cast, discard this card.
Φ3
Devoted Resistance◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If you are directly targeted by a hostile spell, that spell casts +3Φ to play against you. Once the spell has been cast, discard this card.
Φ4
Greater Devoted Resistance◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If you are directly targeted by a hostile spell, that spell casts +4Φ to play against you. Once the spell has been cast, discard this card.
Φ5
Ultimate Devoted Resistance◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If you are directly targeted by a hostile spell, that spell casts +5Φ to play against you. Once the spell has been cast, discard this card.
Φ1
Minor Willful Training◄ SPELL ►
Self Only Champion Ability
- Spirit Spell, Persistent
- Damage dealt to you by Magic Attacks and Spells is reduced by 1.
Φ2
Lesser Willful Training◄ SPELL ►
Self Only Champion Ability
- Spirit Spell, Persistent
- Damage dealt to you by Magic Attacks and Spells is reduced by 2.
Φ3
Willful Training◄ SPELL ►
Self Only Champion Ability
- Spirit Spell, Persistent
- Damage dealt to you by Magic Attacks and Spells is reduced by 3.
Φ4
Greater Willful Training◄ SPELL ►
Self Only Champion Ability
- Spirit Spell, Persistent
- Damage dealt to you by Magic Attacks and Spells is reduced by 4.
Φ5
Ultimate Willful Training◄ SPELL ►
Self Only Champion Ability
- Spirit Spell, Persistent
- Damage dealt to you by Magic Attacks and Spells is reduced by 5.
Φ3
Casting Down◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Limited
- One target looses 1d4 Turns. If this effect is broken before its duration ends, the target may still not take any Actions against you until the duration ends.
Φ5
Dedicated Turning◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Limited
- Select a single target Spell or Ability Deck; all Summons and Conjurations from that class loose 1d4 Turns. If this effect is broken before its duration ends, the target may still not take any Actions against you until the duration ends.
ΦN
Persistent Hunter◄ SPELL ►
DISTANCE Champion Spell
- Spirit Spell, Persistent
- Select one target; gain +N Attack and Damage against that target, where N is the amount of Φ spent when casting this Spell.
Φ1
Healing Touch◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Healing, Instant
- Restore 1d4¢.
Φ1
Cleansing Touch◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Healing, Instant
- Negate any 1 Persistent or Limited spell effect that has been played upon one target.
Φ2
Harm Undead◄ SPELL ►
Ranged Healing Spell
- Spirit Spell, Instant
- Choose One:
- One undead target takes 1d6 Damage and looses 1 turn
- One undead target takes 2d6 Damage
Φ4
Revitalize◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Healing, Instant
- Restore 2d4¢.
Φ3
Burning Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Fire, Limited
- Your next successful Melee Weapon Attack deals +2d4 Fire Damage. Once the effect is used to deal damage, Discard this card.
Φ3
Luminous Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Purity, Limited
- Your next successful Melee Weapon Attack deals +2d4 Light Damage. Once the effect is used to deal damage, Discard this card.
Φ6
Thunderous Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Electric, Sonic, Limited
- Your next successful Melee Weapon Attack deals 1d6 Electric and 1d6 Sonic Damage. Once the effect is used to deal damage, Discard this card.
Φ2
Debilitating Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Entropy, Limited
- Your next successful Melee Weapon Attack also causes the target to loose 1d4 Turns. Once the effect is used to deal damage, Discard this card.
Φ6
Draining Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Entropy, Healing, Limited
- Your next successful Melee Weapon Attack deals +1d8 Entropy Damage; you may then Restore 1d4¢. Once the effect is used to deal damage, Discard this card.
Φ6
Maelstrom Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Electric, Cold, Water, Limited
- Your next successful Melee Weapon Attack deals +1d4 Electric, +1d4 Cold, and +1d4 Water Damage. Once the effect is used to deal damage, Discard this card.
Φ6
Wild Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Poison, Earth, Limited
- Your next successful Melee Weapon Attack deals +1d8 Earth and +1d4 Poison Damage. Once the effect is used to deal damage, Discard this card.
Φ6
Arcane Smite◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Magic, Limited
- Your next successful Melee Weapon Attack against a target that can cast Magic or Psychic Spells deals +2d6 Spirit Damage. Once the effect is used to deal damage, Discard this card.
Φ2
Shield Smite◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Light, Instant
- (Counter): If you are holding a Shield, and successfully Defend against a Physical Attack, deal 1d6 Light Damage to your attacker.
Φ4
Sweeping Smite◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Light, Instant
- Deal 1d6 Light Damage to up to 3 targets.
Φ2
Hurling Smite◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Light, Instant
- If you are wielding a Piercing or Slashing Weapon, discard it after playing this Spell to deal +1d8 Light Damage.
Φ5
Whorl Smite◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Instant
- Deal 1d6 Light Damage to up to 3 targets; each target looses 1 Turn.
Φ7
Spiral Sky Smite◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Shadow, Air, Instant
- Select one Player; deal 1d4 Air and 1d4 Shadow Damage to the Player, and to each of Summon and Conjuration under his control.
Φ7
Earth Strike Smite◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Light, Earth, Instant
- Select one Player; deal 1d4 Earth and 1d4 Light Damage to the Player, and to each of Summon and Conjuration under his control.
Φ4
Dual Smite◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Light, Instant
- Deal 1d6 Light Damage to up to 2 targets.
Φ3
Smiting Fist◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Instant
- If you are not holding a Weapon, deal 1d10 Light Damage.
Φ4
Choking Smite◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Limited
- If your Unarmed Melee Attack successfully deals Damage, roll 1d6; on a 3+ deal 1 Light Damage and the target looses one Turn. Each Turn you may choose to use this attack again, rolling 1d6 to see if it succeeds each time. If your roll fails, your target is set free. If you choose to end it, deal the target 1d6 Physical Damage, and they loose one final Turn.
Φ3
Power Conversion◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Instant
- (Interrupt): If you are targeted by a spell, roll 1d6; if the roll is 5+, the spell is Negated, and you gain Φ equal to the casting cost of the Spell.
Φ2
Preemptive Smash◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Instant
- (Interrupt): If you are targeted by a Melee Attack, you make a single Melee Attack against your attacker first.
Φ4
Block Strike◄ ABILITY ►
Melee Champion Ability
- Physical Ability, instant
- (Counter): If you are holding a Shield and are attacked in Melee, you automatically Negate the Attack; You may make a single Melee Attack against your Attacker at no cost.
Φ3
Duck & Cover◄ ABILITY ►
Self Only Champion Ability
- Physical Ability, Instant
- If you are holding a Shield and are targeted by a Spell that deals Damage, Negate the damaging effects of that spell against yourself only.
Φ2
Protection◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Persistent
- Select one friendly target; any hostile Actions targeting tham must insted target you.
Φ1
Interpose◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Instant
- (Interrupt): Play this card when a friendly target is targeted by a hostile Action; the Action must be targeted at you instead.
Φ3
Advantage◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Instant
- (Counter): When an friendlt target is dealt Damage by a hostile target, you may make one Free Melee Attack against that enemy.
Φ4
Retribution◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Instant
- (Interrupt, Counter): Play this card when a friendly target is targeted by a hostile Action; the Action must be targeted at you instead. Regardless of the Action's success, you may immediately make one Free Melee Attack against that enemy.
Φ4
Divine Retribution◄ ABILITY ►
Melee Champion Spell
- Spirit Spell, Persistent
- (Interrupt, Counter): Select one friendly target; any hostile Actions targeting tham must insted target you. Any time you are Attacked, you may choose to immediately make one Melee Attack against that enemy at a reduced (-1Φ) cost.
Φ1
Taunt◄ ABILITY ►
Ranged Champion Ability
- Physical Ability, Limited
- Any time a hostile target attempts an Action against any friendly target, you may roll 1d10; on a roll of 9+ they must target you instead. If you fail the roll, Discard this card.
Φ3
Loud Taunt◄ ABILITY ►
Ranged Champion Ability
- Physical Ability, Limited
- Any time a hostile target attempts an Action against any friendly target, you may roll 1d10; on a roll of 6+ they must target you instead. If you fail the roll, Discard this card.
Φ5
Insulting Taunt◄ ABILITY ►
Ranged Champion Ability
- Physical Ability, Limited
- Any time a hostile target attempts an Action against any friendly target, you may roll 1d10; on a roll of 3+ they must target you instead. If you fail the roll, Discard this card.
Φ7
Devoted Taunt◄ SPELL ►
Ranged Champion Spell
- Spirit Spell, Persistent
- Any time a hostile target attempts an Action against any friendly target, you may roll 1d10; on a roll of 2+ they must target you instead
Φ2
Awkward Recover◄ SPELL ►
Self Only Physical Ability
- Physical Ability, Instant
- If you are suffering from the "loose X Turns condition", you may roll 1d6; on a 4+ you Negate that effect and may act normally.
Φ3
Trained Recover◄ SPELL ►
Self Only Champion Ability
- Physical Ability, Instant
- If you are suffering from the "loose X Turns condition", you may roll 1d6; on a 3+ you Negate that effect and may act normally.
Φ4
Expert Recover◄ SPELL ►
Self Only Champion Ability
- Physical Ability, Instant
- If you are suffering from the "loose X Turns condition", you may roll 1d6; on a 2+ you Negate that effect and may act normally.
Φ5
Flawless Recover◄ SPELL ►
Self Only Champion Ability
- Physical Ability, Instant
- If you are suffering from the "loose X Turns condition", you Negate that effect and may act normally.
Φ3
War Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- All friendly Characters gain +2 Attack.
- You may only have one Aura active at a time.
Φ2
Retribution Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly Character is dealt Damage, deal 1 Spirit Damage to their attacker.
- You may only have one Aura active at a time.
Φ4
Slowing Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly Character is Attacked, they may choose to make a normal Attack as an Interrupt.
- You may only have one Aura active at a time.
Φ3
Protection Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- All friendly Characters gain +2 Defense.
- You may only have one Aura active at a time.
Φ3
Shielding Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly Character is dealt any Attack Damage, decrease that Damage by 2.
- You may only have one Aura active at a time.
Φ3
Warding Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly Character is dealt any Spell Damage, decrease that Damage by 2.
- You may only have one Aura active at a time.
Φ5
Deflection Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly target successfully Defends against Spell Damage, you may select a target to deal that Damage to instead; Discard this card once it has deflected Spell Damage.
- You may only have one Aura active at a time.
Φ4
Repulsion Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly target successfully Defends against Melee Damage, the attacker looses 1 Turn.
- You may only have one Aura active at a time.
Φ3
Blight Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly target is targeted by a Melee Attack, deal 1 Poison Damage to their attacker immediately, then 1 Poison Damage every Turn thereafter. If this effect ends, the Poison Damage ends too.
- You may only have one Aura active at a time.
Φ3
Luminous Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly target is targeted by a Melee Attack by an Undead's target, deal 1d4 Light Damage to the attacker.
- You may only have one Aura active at a time.
Φ3
Holy Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- If any friendly target is targeted by a Melee Attack by an Demon's target, deal 1d4 Light Damage to the attacker.
- You may only have one Aura active at a time.
Φ6
Gemstone Aura◄ SPELL ►
Self Only Champion Spell
- Spirit Spell, Limited
- Play this card along with any Gemstone card; Gain +2 Defense against any Attack or Spell that deals Damage matching the Gemstone's color and description. If it deals any Damage, reduce it by 2.
- You may only have one Aura active at a time.
Φ3
Writ of Protection◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Limited
- Play this card on a friendly Character, then select one target; that target may not make a hostile Action against that Character for 1d4 Turns.
Φ3
Criminal Warrant◄ ABILITY ►
Ranged Champion Ability
- Physical Ability, Limited
- Play this card on a hostile Character; any Attacks made by Characters against that target deal +1d6 Damage.
Φ3
Writ of Judgement◄ ABILITY ►
Ranged Champion Ability
- Physical Ability, Limited
- Play this card on a hostile Character; that target looses 1d6 Turns.
Φ1
Writ of Bounty◄ ABILITY ►
Ranged Champion Ability
- Physical Ability, Limited
- Play this card on a hostile Character; If that Character is removed from play, draw 1 Item Card.
Φ3
Letter of Mark◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Instant
- Steal 1 random card from a target Player's hand.
Φ2
Letter of Writ◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Instant
- Play this card on a hostile Character; you may steal one Item card held by that Character.
Φ5
Search Warrant◄ ABILITY ►
Melee Champion Ability
- Physical Ability, Instant
- Play this card on a hostile Character; you may look at any Item cards he holds, and steal one held in his hand, or one held by a Character he controls.
Φ3
Summon Horse◄ SPELL, 4★ ►
Ranged Champion Spell
+1 Grey Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d6, 2Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ4
Summon Warhorse◄ SPELL, 6★ ►
Ranged Champion Spell
1 Copper Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d8, 3Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ5
Summon Pegasus◄ SPELL, 8★ ►
Ranged Champion Spell
1 Silver Die
- Magic Spell, Persistent, Flying
- 1d8, 3Φ: Melee Attack
- 1d10, 4Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ5
Summon Hipogryph◄ SPELL, 10★ ►
Ranged Champion Spell
1 Silver Die
- Magic Spell, Persistent, Flying
- 1d10, 4Φ: Melee Attack
- 1d12, 5Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ5
Summon Nightmare◄ SPELL, 10★ ►
Ranged Champion Spell
1 Gold Die
- Magic Spell, Persistent, Flying
- 1d12, 4Φ: Melee, Fire Attack
- 1d12, 5Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
- Fireproof: You, and any rider you carry, are Immune to Fire.
Φ2
Summon Clerk◄ ABILITY, 2♥ ►
Ranged Champion Ability
1 Black Die
- Physical Ability, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- -3Φ, Resupply: Draw the top 3 cards of the Item Deck; keep one, shuffle the others back into the Deck.
Φ2
Summon Faithful◄ ABILITY, 2♥ ►
Ranged Champion Ability
1 Black Die
- Physical Ability, Persistent
- 1d4, 1Φ: Melee Attack (Crude Cudgel, +1 Physical Damage)
- 1d4, 1Φ: Defense
- Condemn: If your Melee Attack deals Damage, deal 1 Psychic Damage to one target.
Φ3
Summon Zealot◄ ABILITY, 5♥ ►
Ranged Champion Ability
1 Grey Die
- Physical Ability, Persistent
- 1d6, 1Φ: Melee Attack (Firebrand, +1d4 Fire Damage)
- 1d6, 1Φ: Ranged Attack (Firebrand, +1d4 Fire Damage)
- 1d6, 1Φ: Defense
Φ3
Summon Soldier◄ ABILITY, 5♥ ►
Ranged Champion Ability
1 Grey Die
- Physical Ability, Persistent
- 1d6, 2Φ: Melee Attack (Short Sword, +1d8 Attack)
- 1d6, 2Φ: Defense (Lamellar Armor, Small Shield, +2d6 Defense)
- Formation:
Φ3
Summon Crossbowman◄ ABILITY, 4♥ ►
Ranged Champion Ability
1 Grey Die
- Physical Ability, Persistent
- 1d4, 1Φ: Melee Attack (Truncheon, +1d4 Attack)
- 1d6, 2Φ: Ranged Attack (Crossbow, +1d8 Attack)
- 1d6, 2Φ: Defense (Leather Armor, +1d6 Defense)
- Suppressing Fire:
Φ3
Summon Priest◄ ABILITY, 4♥ ►
Ranged Champion Ability
1 Grey Die
- Physical Ability, Persistent
- 1d6, 2Φ: Spirit Attack (Wooden Amulet, +1d6 Attack)
- 1d6, 2Φ: Defense (Battle Robes, +1d6 Defense)
- Healing Touch: Restore 1d4 ¢, or ♥ to a single target.
Φ4
Summon Squire◄ ABILITY, 7♥ ►
Ranged Champion Ability
1 Copper Die
- Physical Ability, Persistent
- 1d8, 3Φ: Melee Attack (Broadsword, +1d10 Attack)
- 1d8, 3Φ: Defense (Chainmail, Medium Shield, +1d10, +1d8 Defense)
- Valiant Defense: Decrease Damage dealt to you by Melee Attacks by 2.
Φ4
Summon Hunter◄ ABILITY, 6♥ ►
Ranged Champion Ability
1 Copper Die
- Physical Ability, Persistent
- 1d8, 3Φ: Melee Attack (Spear, +1d8 Damage)
- 1d8, 3Φ: Ranged Attack (Longbow, +1d10 Attack)
- 1d8, 3Φ: Defense (Scale Armor, +1d8 Defense)
- -2Φ, Hide Swiftly (Interrupt): When you are targeted by any Attack, you may choose to roll 1d6; on a roll of 5+ the Attack fails.
Φ5
Summon Marshal◄ ABILITY, 8♥ ►
Ranged Champion Ability
1 Silver Die
- Physical Ability, Persistent
- 1d10, 4Φ: Melee Attack (Baton, +1d10)
- 1d10, 4Φ: Defense (Cuirass, Cloak, +1d10, +1d4 Defense)
- -4Φ, Rally: For each Champion Summon in play, roll 1d6; if the roll is 4+, that Summon gains +2 on any Attack Rolls made the same Turn.
Φ6
Summon Companion◄ ABILITY, 11♥ ►
Ranged Champion Ability
1 Gold Die
- Physical Ability, Persistent
- 1d4, 1Φ: Melee Attack (Greatsword, +1d12 Attack)
- 1d4, 1Φ: Defense (Heavy Plate Armor, +1d12 Defense)
- -2Φ, Smite: If your Melee Attack deals damage, you may choose to also deal by 1d6 Light Damage
Φ3
Vitae◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Entropy, Instant
- Deal 1d6 Entropy Damage to one target; Restore 1d4¢.
Φ6
Vitarbreus◄ SPELL ►
Melee Champion Spell
- Spirit Spell, Entropy, Instant
- Deal 2d4 Entropy Damage to one target; Restore 1d6¢.
Diabolic
ΦNN
SPELLNAME◄ SPELL ►
DISTANCE Diabolic Spell
- Spirit Spell, DURATION
- ABILITYNOTES
ΦNN
SPELLNAME◄ SPELL ►
DISTANCE Diabolic Spell
- Spirit Spell, DURATION
- ABILITYNOTES
ΦNN
SPELLNAME◄ SPELL ►
DISTANCE Diabolic Spell
- Spirit Spell, DURATION
- ABILITYNOTES
ΦNN
SPELLNAME◄ SPELL ►
DISTANCE Diabolic Spell
- Spirit Spell, DURATION
- ABILITYNOTES
ΦNN
Summon SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
ΦNN
Summon SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
ΦNN
Summon SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
ΦNN
Summon SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
ΦNN
Conjure SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
ΦNN
Conjure SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
ΦNN
Conjure SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
ΦNN
Conjure SPELLNAME◄ SPELL, ★ ►
Ranged Diabolic Spell
1 DIETYPE Die
- Spirit Spell, Persistent
- 1d4, 1Φ: TYPE Attack
- 1d4, 1Φ: Defense
- ABILITIES
Divination
Φ1
Haste◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Play this card on one of your characters; they may make one additional action this turn.
Φ1
Slow◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Play this card against one enemy character; they loose 1 turn.
Φ1
Minor Magic Knowledge◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 2 Cards; if Spell cards are drawn, keep one and discard the rest.
Φ1
Minor Luck◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 2 Cards; if Item cards are drawn, keep one and discard the rest.
Φ1
Minor Foresight◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Draw 2 Cards; if Action cards are drawn, keep one and discard the rest.
Φ2
Timestop◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Play this card against 2 enemy characters; they loose 1 turn.
Φ2
Lesser Magic Knowledge◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 3 Cards; if Spell cards are drawn, keep one and discard the rest.
Φ2
Lesser Discovery◄ SPELL ►
Ranged Divination Spell
- Spirit Spell, Instant
- Draw 2 Cards, keep 1 and discard the other.
Φ2
Lesser Luck◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 3 Cards; if Item cards are drawn, keep one and discard the rest.
Φ2
Lesser Foresight◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Draw 3 Cards; if Action cards are drawn, keep one and discard the rest.
Φ3
All Seeing Eye◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Look at any single player's hand
Φ3
Temporal Distortion◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Play this card against 3 enemy character; they loose 1 turn.
Φ3
Magic Knowledge◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 4 Cards; if Spell cards are drawn, keep up to 2 and discard the rest.
Φ3
Discovery◄ SPELL ►
Ranged Divination Spell
- Spirit Spell, Instant
- Draw 3 Cards, keep 1 and discard the others.
Φ3
Luck◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 4 Cards; if Item cards are drawn, keep 2 and discard the rest.
Φ3
Foresight◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Draw 4 Cards; if Action cards are drawn, keep 2 and discard the rest.
Φ4
Major Magic Knowledge◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 5 Cards; if Spell cards are drawn, keep up to 2 and discard the rest.
Φ4
Major Discovery◄ SPELL ►
Ranged Divination Spell
- Spirit Spell, Instant
- Draw 4 Cards, keep 2 and discard the others.
Φ4
Major Luck◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 5 Cards; if Item cards are drawn, keep 2 and discard the rest.
Φ4
Major Foresight◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Draw 5 Cards; if Action cards are drawn, keep 2 and discard the rest.
Φ5
Ultimate Magic Knowledge◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 5 Cards; if Spell cards are drawn, keep up to 3 and discard the rest.
Φ5
Ultimate Discovery◄ SPELL ►
Ranged Divination Spell
- Spirit Spell, Instant
- Draw 5 Cards, keep 3 and discard the others.
Φ5
Ultimate Luck◄ SPELL ►
Ranged Divination Spell
- Magic Spell, Instant
- Draw 5 Cards; if Item cards are drawn, keep 3 and discard the rest.
Φ5
Ultimate Foresight◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Draw 5 Cards; if Action cards are drawn, keep 3 and discard the rest.
Φ5
Complete Knowing◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the hand of any and all Players
Φ4
From Beyond the Veil◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Select any player's Discard pile, including your own; select any card from it and place it into your hand, then shuffle the Discard pile
Φ5
The Returning◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- Select any player's Discard pile, including your own; select any card from it and place it into your hand or into play, then shuffle the Discard pile
Φ2
Vision of a Wanderer◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 3 cards in the Character Deck; keep 1, place the rest face down at the bottom of the Character Deck
Φ3
Reweaving of Fate◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 3 cards in the Character Deck; keep one, place the others on top of the Character Deck in any order you like
Φ4
Guided by a Distant Hand◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 4 cards in the Character Deck; keep 2, place the rest face down at the bottom of the Character Deck
Φ2
Shake the Quantum Foam◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 2 cards in the Adventure Deck; keep 1, Discard the other
Φ3
Divert the Flow of Destiny◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 4 cards in the Adventure Deck; keep 1, place the rest face down at the bottom of the Adventure Deck
Φ4
Shatter the Threads of Fate◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 5 cards in the Adventure Deck; keep 2, place the rest face down at the bottom of the Adventure Deck
Φ2
Divorced From Chance◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 2 cards in the Item Deck; keep 1, place the other on top of the Item Deck
Φ3
Undo the Scattering◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 3 cards in the Item Deck; keep 1, place the others on top of the Item Deck in any order you like
Φ4
That Which Was Once Lost◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 5 cards in the Item Deck; keep 2, place the others on top of the Item Deck in any order you like
Φ3
Reweaving of Fate◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 2 cards of any one Deck; keep 1, Discard the rest
Φ4
Crack in the Skin of Time◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 3 cards of any one Deck; keep 1, Discard the rest
Φ5
Reforging the Pattern of the World◄ SPELL ►
Ranged Divination Spell
- Psychic Spell, Instant
- You may look at the top 4 cards of any one Deck; keep 1, Discard the rest
Elemental, Spells
Φ1
Flames◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Fire, Instant
- Deal 1d4 Fire Damage to one target.
Φ1
Drown◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Water, Instant
- Deal 1d4 Water Damage to one target.
Φ1
Gust◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Air, Instant
- Deal 1d4 Air Damage to one target.
Φ1
Stone Spear◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Stone, Instant
- Deal 1d4 Earth Damage to one target.
Φ1
Acid Splash◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Acid, Instant
- Deal 1d4 Acid Damage to one target.
Φ1
Sparks◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Electricity, Instant
- Deal 1d4 Electricity Damage to one target.
Φ1
Dust Blast◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Air, Earth, Instant
- Deal 1d4 Air & Earth Damage to one target.
Φ1
Magma Splash◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Fire, Earth, Instant
- Deal 1d4 Fire & Earth Damage to one target.
Φ1
Steam Vent◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Fire, Water, Instant
- Deal 1d4 Fire & Water Damage to one target.
Φ1
Fog Cloud◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Water, Air, Instant
- Deal 1d4 Water & Air Damage to one target.
Φ1
Devour Crystals◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Instant
- Steal 1d4¢ from one other player.
Φ1
Steal Energy◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Instant
- Play this as soon as another player plays a spell card; the spell does not take effect. You take the card and place it in your hand.
Φ1
Energy Inversion◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Temporary
- If this card is in play and you play a spell that deals Elemental damage, you may change all of its damage to 1 new Element of your choice.
Φ1
Willburst◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Psychic, Instant
- Deal 1d4 Psychic Damage to one target.
Φ2
Fireburst◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Fire, Immediate
- Deal 1d6 Fire Damage to one target.
Φ2
Ice Shards◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Ice, Immediate
- Deal 1d6 Ice Damage to one target.
Φ2
Thunderclap◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Electricity, Instant
- Deal 1d6 Electricity Damage to one target.
Φ2
Element Shield◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Persistent
- Elemental effects deal -1 Damage per die to you
Φ5
Elemental Maelstrom◄ SPELL ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Persistent
- 1d10, Φ4: Attack
- 1d8, Φ3: Defense
- -Φ4, Deal 1d10 Damage; select the element of the spell when playing
- Ignore target's elemental Defense
Φ4
Elemental Bolt◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Instant
- Deal 1d10 + X Damage, where X is a Gem card
- Element determined by Gem card
Φ4
Elemental Void◄ SPELL ►
Ranged Elemental Spell
- Magic Spell, Instant
- Negate all Persistent elemental effects in play that cost Φ4 or less; this has no effect on Summons or Conjurations
Φ6
Elemental Destruction◄ SPELL ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Instant
- Negate all Persistent elemental effects in play that cost Φ5 or less; for Summons or Conjurations, roll 1d6 for each; on a roll of 4+ they are destroyed
Elemental, Summons & Conjurations
Φ2
Summon Flame Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Fire, Persistent
- 1d6, Φ2: Magic, Fire Attack
- 1d4, Φ1: Defense
- If damage rolled = 6, pay Φ2 to roll once more
Φ2
Summon Water Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Water, Persistent
- 1d4, Φ1: Magic Attack
- 1d4, Φ1: Defense
- If damage rolled = 4, roll once more
Φ2
Summon Frost Wisp◄ SPELL, 3★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Ice, Persistent
- 1d4, Φ1: Magic Attack
- 1d4, Φ1: Defense
- +2 Defense vs. Fire
Φ2
Summon Wind Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Air, Persistent
- 1d4, Φ1: Magic Attack
- 1d4, Φ1: Defense
- +2 Damage vs. Spirit
Φ2
Summon Stone Wisp◄ SPELL, 5★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Earth, Persistent
- 1d4, Φ1: Magic Attack
- 1d4, Φ1: Defense
Φ2
Summon Magma Wisp◄ SPELL, 4★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Fire, Earth, Persistent
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
Φ2
Summon Smoke Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
- Magic Spell, Fire, Air, Persistent
- 1d8, Φ3: Magic Attack
- 1d4, Φ1: Defense
Φ2
Summon Dust Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Earth, Air, Persistent
- 1d4, Φ1: Magic Attack
- 1d8, Φ3: Defense
Φ2
Summon Steam Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Fire, Water, Persistent
- 1d8, Φ3: Magic Attack
- 1d4, Φ1: Defense
- If damage rolled = 8, roll once more
Φ2
Summon Thunder Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Electric, Persistent
- 1d8, Φ3: Magic Attack
- 1d4, Φ1: Defense
- If damage rolled = 8, gain Defense +4
Φ2
Summon Acid Wisp◄ SPELL, 2★ ►
Ranged Elemental Spell
Black Die
- Magic Spell, Acid, Persistent
- 1d4, Φ1: Magic Attack
- 1d4, Φ1: Defense
- If damage rolled = 4, deal +1d4 Damage
Φ2
Summon Will-o-Wisp◄ SPELL, 2★ ►
Ranged Spirit Spell
Black Die
- Magic Spell, Spirit, Persistent
- 1d4, Φ1: Magic Attack
- 1d4, Φ1: Defense
- -Φ1: reduce target defense -1d4 for 1 turn
Φ3
Conjure Wall of Flames◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Grey Die
- Magic Spell, Fire, Persistent
- 1d10, 2Φ: Defense; automatically defends summoner
- 1d12, 3Φ: (Reaction): when attacked, deal fire damage to attacker
Φ3
Conjure Wall of Ice◄ SPELL, 6★ ►
Ranged Elemental Spell
Dark Grey Die
- Magic Spell, Ice, Persistent
- 1d8, 1Φ, Defense; automatically defends summoner
- -2Φ: (Interrupt): Negate 1 fire spell as it is cast, and receive double damage
Φ3
Conjure Wall of Earth◄ SPELL, 8★ ►
Ranged Elemental Spell
Dark Grey Die
- Magic Spell, Earth, Persistent
- 1d10, 2Φ, Defense; automatically defends summoner
- Collapse: An attacker that destroys this card takes 1d4 Earth Damage
Φ3
Summon Fire Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Fire, Persistent
- 1d8, Φ3: Magic Attack
- 1d4, Φ1: Defense
- Attackers take 1d4 Fire Damage
Φ3
Summon Water Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Water, Persistent
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
- Successful Attacks against you deal -1d4 Damage
Φ3
Summon Ice Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Ice, Persistent
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
- If damage rolled = 6, roll once more
Φ3
Summon Air Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Air, Persistent
- 1d8, Φ3: Magic Attack
- 1d4, Φ1: Defense
- If damage rolled = 8, target looses 1 turn.
Φ3
Summon Earth Elemental◄ SPELL, 6★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Earth, Persistent
- 1d4, Φ1: Magic Attack
- 1d8, Φ3: Defense
- If Defense rolled = 8, roll once more
Φ3
Summon Lava Elemental◄ SPELL, 5★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Earth, Fire, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
Φ3
Summon Smoke Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Air, Fire, Persistent
- 1d10, Φ4: Magic Attack
- 1d4, Φ1: Defense
Φ3
Summon Sand Elemental◄ SPELL, 5★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Earth, Persistent
- 1d8, Φ3: Magic Attack
- 1d4, Φ1: Defense
- If Attack rolled = 8, target's Defense is halved for this attack
Φ3
Summon Acrid Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Acid, Persistent
- 1d8, Φ3: Magic Attack
- 1d4, Φ1: Defense
- If damage rolled = 8, target's Attack is halved for 1 turn
Φ3
Summon Mire Elemental◄ SPELL, 5★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Earth, Water, Persistent
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
- -Φ2: Restore ¢1d4
Φ3
Summon Thunder Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Electric, Persistent
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
- If Defense rolled = 6, target's Defense is halved for 1 turn
Φ3
Summon Cloud Elemental◄ SPELL, 4★ ►
Ranged Elemental Spell
Dark Gray Die
- Magic Spell, Air, Water, Persistent
- 1d4, Φ1: Magic Attack
- 1d6, Φ2: Defense
- If dealt damage, attacker takes 1d6 Electric damage
Φ4
Conjure Wall of Stone◄ SPELL, 10★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Earth, Persistent
- 1d12, 3Φ, Defense; automatically defends summoner
- Collapse: An attacker that destroys this card takes 1d6 Earth damage
Φ4
Conjure Wall of Storms◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Electricity, Persistent
- 1d8, 1Φ, Defense; automatically defends summoner
- 1d10, 2Φ, (Reaction): If you are attacked, deal electrical damage to attacker
Φ4
Conjure Whirlwind◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Air, Persistent
- 1d8, Φ2: Magic Attack
- If Attack rolled = 1, roll again until a 2 or higher is rolled
Φ4
Conjure Ice Patch◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Ice, Persistent
- 1d8, Φ1: Defense
- If Defense is successful, attacker takes 1d4 damage and looses 1 turn
Φ4
Conjure Thunderhead◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Electric, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
Φ4
Conjure Fire Sphere◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Fire, Persistent
- 1d10, Φ4: Magic Attack
- 1d6, Φ2: Defense
- If Attack rolled = 8, add +1d6 to it
Φ4
Conjure Flood◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Water, Persistent
- 1d10, Φ4: Magic Attack
- 1d4, Φ1: Defense
- If Attack deals damage, roll 1d6; on a roll of 1 they must discard 1 card
Φ4
Conjure Crevice◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Earth, Persistent
- 1d6, Φ2: Magic Attack
- 1d8, Φ3: Defense
- If Defense rolled = 8, target's takes 1d4 Damage
Φ4
Conjure Elemental Storm◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- Ignore target's Elemental Defenses
Φ4
Summon Fire Titan◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Fire, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- -Φ3: Deal 1d4 Damage to each of up to 3 targets
Φ4
Summon Water Titan◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Water, Persistent
- 1d3, Φ6: Magic Attack
- 1d3, Φ6: Defense
- If your Attack deals Damage, attack a second target
Φ4
Summon Air Titan◄ SPELL ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Air, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- Increase Defense by +1d6 vs. Ranged Attacks
Φ4
Summon Earth Titan◄ SPELL, 8★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Earth, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- -Φ3: Restore ¢1d8
Φ4
Summon Acid Titan◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Acid, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- If your Attack deals Damage, the target takes 1d4 Acid Damage the following turn
Φ4
Summon Lightning Titan◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Electric, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- If your Attack deals Damage, spend deal 4 Electric damage to a second target
Φ4
Summon Ice Titan◄ SPELL, 7★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Ice, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- If your Attack deals Damage, your target looses 1 turn
Φ4
Summon Dust Titan◄ SPELL, 7★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Air, Earth, Persistent
- 1d6, Φ2: Magic Attack
- 1d10, Φ4: Defense
- If your Attack deals Damage, gain +1d4 Defense for 1 turn
Φ4
Summon Ash Titan◄ SPELL, 6★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Earth, Fire, Persistent
- 1d6, Φ2: Magic Attack
- 1d6, Φ2: Defense
- If your Attack deals Damage, deal +1d4 Damage, & gain +1d4 Defense for 1 turn
Φ4
Summon Slime Titan◄ SPELL, 7★ ►
Ranged Elemental Spell
Copper Die
- Magic Spell, Earth, Acid, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- If your Attack deals Damage, your target's Defense is -3 for 1 turn
Φ5
Conjure Inferno◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Air, Fire, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- Any target you attack takes +1d4 Fire Damage, even if you fail to otherwise deal damage
Φ5
Conjure Djinn◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Air, Earth, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- Ignore 1d6 of your target's Defense
Φ5
Conjure Magma Pool◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Earth, Fire, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- If target takes damage, they must discard 1 equipped item
Φ5
Conjure Wall of Iron◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Earth, Fire, Persistent
- 1d14, Φ4: Defense; automatically defends summoner
- An attacker that destroys this card takes 1d6 Earth & 1d6 Physical damage
Φ5
Conjure Healing Rain◄ SPELL, 8★ ►
Ranged Elemental Spell
- Magic Spell, Persistent
- 1d8, Φ3: Defense
- Restore ¢1d6 per turn
Φ5
Summon Force of Fire ◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Fire, Persistent
- 1d12, Φ5: Magic Attack
- 1d8, Φ3: Defense
- -Φ8: Deal 1d6 Damage to each of up to 3 targets
Φ5
Summon Force of Water◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, TAGS, Persistent
- 1d8, Φ3: Magic Attack vs 3 targets
- 1d8, Φ3: Defense
- Any target damaged looses 1 turn
Φ5
Summon Force of Air◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Air, Persistent
- 1d10, Φ4: Magic Attack
- 1d6, Φ2: Magic Attack; May be used multiple times per turn
- 1d8, Φ3: Defense
Φ5
Summon Force of Earth◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Earth, Persistent
- 1d8, Φ3: Magic Attack
- 1d12, Φ5: Defense
- If your Defense succeeds, attacker looses 1 turn
Φ5
Summon Force of Power◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Persistent
- 1d8, Φ3: Magic Attack
- 1d8, Φ3: Defense
- Caster: Cast Magic spells as if it were a character
Φ5
Summon Force of Time◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, TAGS, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- -Φ1, Haste: 1 target may make one additional action this turn
- -Φ1, Slow: 1 target looses 1 turn
Φ5
Summon Force of Space◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- -Φ2, Steal 1 random Item from an enemy's hand.
Φ5
Summon Force of Death◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- -Φ3, destroy 1 target character and all their held items
Φ5
Summon Force of Oblivion◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- -5 target player must discard his hand, then draw 3 new cards
Φ5
Summon Force of Creation◄ SPELL, 8★ ►
Ranged Elemental Spell
Silver Die
- Magic Spell, Persistent
- 1d10, Φ4: Magic Attack
- 1d10, Φ4: Defense
- When destroyed, restore ¢1d4 per character you have in play
Φ6
Summon Volcanic Nightmare◄ SPELL, 10★ ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Air, Earth, Fire, Persistent
- 1d12, Φ5: Magic Attack
- 1d12, Φ5: Defense
- If your attack deals damage, the target Player must discard one card from his hand
Φ6
Summon Chemical Nightmare◄ SPELL, 10★ ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Acid, Water, Persistent
- 1d12, Φ5: Magic Attack
- 1d12, Φ5: Defense
- If your attack deals damage, discard one of the target's items
Φ6
Summon Storm Nightmare◄ SPELL, 10★ ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Air, Electric, Water, Persistent
- 1d12, Φ5: Magic Attack
- 1d12, Φ5: Defense
- If your attack deals damage, you may make an attack vs. 1 other target at no cost
Φ6
Summon Arctic Nightmare◄ SPELL, 10★ ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Air, Ice, Persistent
- 1d12, Φ5: Magic Attack
- 1d12, Φ5: Defense
- If your attack deals damage, the target looses 1d4 turns
Φ6
Summon Formless Nightmare◄ SPELL, 10★ ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Persistent
- 1d12, Φ5: Magic Attack
- 1d12, Φ5: Defense
- Use the Ability of any other Summon card in play for the same cost
Φ6
Summon Blight Nightmare◄ SPELL, 10★ ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Persistent
- 1d12, Φ5: Magic Attack
- 1d12, Φ5: Defense
- -Φ9, Select 1 player; all of their Characters and Summons take 1d4 Damage
Φ6
Summon Oblivion Nightmare◄ SPELL, 10★ ►
Ranged Elemental Spell
Gold Die
- Magic Spell, Persistent
- 1d12, Φ5: Magic Attack
- 1d12, Φ5: Defense
- -Φ10, Select 1 player; all items they have in play must be discarded
Healing
Φ1
Prayer◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Persistent
- All of your Characters gain +1 Defense
Φ1
Turn Undead◄ SPELL ►
Ranged Healing Spell
- Spirit Spell, Spirit, Instant
- One undead target takes 1d4 damage and looses 1 turn
Φ1
Party Healing◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Restore ¢1 per Character in play
Φ1
Cleansing◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Negate any 1 Persistent or Limited spell effect that has been played upon one target
Φ2
Harm Undead◄ SPELL ►
Ranged Healing Spell
- Spirit Spell, Instant
- Choose One:
- One undead target takes 1d6 Damage and looses 1 turn
- One undead target takes 2d6 Damage
Φ2
Holy Rain◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Instant
- Restore ¢1 per Character you have in lay; deal 1 Damage to each Player per Character they have in play
Φ2
Group Healing◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Restore ¢2 per Character in play
Φ2
Purging◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing
- Negate up to 2 Persistent or Limited spell effects that have been played upon one target
Φ3
Holy Aura◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Persistent
- All of your Characters gain +2 Defense
Φ3
Bolt of Light◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Light, Healing, Instant
- Deal 1d8 Damage to one target; restore ¢1d4
Φ3
Mass Healing◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Restore ¢1d4 per Character you have in play
Φ3
Purification◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Negate all Persistent and Limited spell effects that have been played upon one target
Φ4
Holy Light◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Light, Healing, Instant
- Deal 1d4 Damage to each of one player's Characters; restore ¢1d4 for each player you Damage
Φ4
Team Healing◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Restore ¢1d4 per Character & Summon you have in play
Φ4
Resurrection◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Retrieve one Character card from your discard pile and place him into your hand; restore ¢1d4
Φ4
Restoration◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Retrieve one Character card from your discard pile and place him into play
Φ3
Divine Shield◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Persistent
- All of your Characters gain +3 Defense
Φ5
Recreation◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Healing, Instant
- Retrieve one Character card and 1d4 Item cards from your discard pile and place him into play; place the items in your hand
Φ5
Holy Blast◄ SPELL ►
Ranged Healing Spell
- Magic Spell, Instant
- Deal 2d6 Damage to one target; restore ¢1d8 and remove all Persistent spell effects that have been played upon one target
Invocation
Φ1
Minor Arcane Blast◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Play against one target with up to 2 Gem Cards; use them to roll your Attack
Φ2
Lesser Arcane Blast◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Play with up to 3 Gem Cards; use them to roll your Attack; you may split your Attack against up to 2 targets
Φ3
Arcane Blast◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Play with up to 4 Gem Cards; use them to roll your Attack
Φ4
Major Arcane Blast◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Play with up to 5 Gem Cards; use them to roll your Attack; you may split your Attack against up to 2 targets
Φ5
Ultimate Arcane Blast◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Play with up to 6 Gem Cards; use them to roll your Attack; you may split your Attack against up to 3 targets
Φ1
Minor Arcane Ward◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Play along with 1 Gem Card; the target adds the Gem to their Defense rolls without discarding it
Φ2
Lesser Arcane Ward◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Persistent
- Play along with up to 2 Gem Cards; the target adds the Gems to their Defense rolls without discarding them
Φ3
Arcane Ward◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Persistent
- Play along with up to 3 Gem Cards; the target adds the Gems to their Defense rolls without discarding them
Φ4
Major Arcane Ward◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Persistent
- Play along with up to 4 Gem Cards; the target adds the Gems to their Defense rolls without discarding them
Φ5
Ultimate Arcane Ward◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Persistent
- Play along with up to 5 Gem Cards; the target adds the Gems to their Defense rolls without discarding them
Φ1
Stone Launch◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Earth, Instant
- Deal 1d4 Damage to 1 target, gain +1 Defense for 1 turn
Φ1
Sparks◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Electric, Instant
- Deal 1 Damage to each of one player's Characters
Φ1
Etheric Disruption◄ SPELL ►
Ranged Invocation Spell
- Spirit Spell, Instant
- Deal 1d4 Damage, or 2d4 Damage vs. an Etherial or Elemental enemy
Φ1
Acid Splash◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Deal 1d4 Acid Damage to one target
Φ2
Force Beam◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Force, Instant
- Deal 1d6 damage to one target
Φ2
Arc Bolt◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Electric, Instant
- Deal 1d4 Damage each to 2 targets
Φ2
Flying Anvil◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Ranged Combat, Instant
- Deal 1d6 Damage to one target; if you roll = 6, deal +1d4 Damage, and the target looses 1 turn
Φ2
Etheric Strike◄ SPELL ►
Ranged Invocation Spell
- Spirit Spell, Instant
- Deal 1d6 Damage, or 2d6 Damage vs. an Etherial or Elemental enemy
Φ2
Force Salvo◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Force, Instant
- Deal 2 damage each to up to 3 targets
Φ2
Fire Eyes◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Fire, Instant
- Deal 1d6 damage to one target
Φ3
Etheric Chains◄ SPELL ►
Ranged Invocation Spell
- Spirit Spell, Instant
- Deal 1d6 Damage, or 2d8 Damage vs. an Etherial or Elemental enemy; Etheric and Elemental enemies loose 1 turn
Φ3
Force Explosion◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Force, Instant
- Deal 2d4 damage to one target
Φ3
Fireball◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Fire, Instant
- 2d4 Damage to one target, spend +Φ1 or +Φ2 to increase Damage by 1d4 or 2d4 respectively
Conjure Obstruction
◄ SPELL, 6★ ►
◄ SPELL, 6★ ►
Ranged Invocation Spell
Bronze Die
- Magic Spell, Interrupt, Persistent
- 1d8, Φ8: Defense
- You may play this when attacked with Combat or or a Spell
Φ3
Lightning Bolt◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Electric, Instant
- 2d4 Damage to one target, spend +Φ1 or +Φ2 to increase Damage by 1d4 or 2d4 respectively
Φ3
Conjure Gravity Well◄ SPELL, 6★ ►
Ranged Invocation Spell
Bronze Die
- Magic Spell, Persistent
- 1d4, Φ2: Attack
- 1d10, Φ8: Defense
- If your Attack roll = 4, your target looses 1 Turn
Φ4
Chain Lightning◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Electric, Instant
- Deal 1d10 damage to one target, then 1d8 damage to a second target, 1d6 damage to a third target, and 1d4 damage to a fourth
Φ4
Etheric Shackles◄ SPELL ►
Ranged Invocation Spell
- Spirit Spell, Instant
- Deal 1d8 Damage, or 3d6 Damage vs. an Etherial or Elemental enemy; Etheric and Elemental enemies loose 1 turn
Φ4
Frozen Crush◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Ice, Physical, Instant
- Deal 1d6 Ice and 1d6 Physical Damage to one target
Φ4
Meteor Strike◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Earth, Fire, Instant
- Deal 1d8 Earth and 1d4 Fire Damage to 1d4 targets
Φ4
Conjure Force Shield◄ SPELL, 8★ ►
Ranged Invocation Spell
Silver Die
- Magic Spell, Force, Persistent
- 1d10, Φ8: Defense
- Interrupt: force any Attack or Spell to target you as it is used
Φ5
Etheric Crush◄ SPELL ►
Ranged Invocation Spell
- Spirit Spell, Instant
- Deal 1d10 Damage, or 3d8 Damage vs. an Etherial or Elemental enemy; Etheric and Elemental enemies loose 1 turn
Φ5
Overkill◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Deal 2d4 Damage to all Characters and Summons that target player has in play
Φ5
Ray of Death◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Deal 2d6 Damage to one target; if the result is a 12, destroy the target card
Φ5
Phase Shift◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Persistent
- Any time you should be dealt Damage, roll 1d6; on a roll of 4+ the damage is Negated
Φ5
Doom Blast◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Destroy 1 target card in play, and deal 1d4 Damage to all of that player's Characters and Summons
Φ5
Etheric Shield◄ SPELL ►
Ranged Invocation Spell
- Spirit Spell, Persistent
- Gain immunity vs. Etheric spells & creatures, and Elemental creatures
Φ5
Implosion◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Deal 3d4 Damage to one target; if the die result =12, the target and all equipped items are destroyed
Φ5
Disintegrate◄ SPELL ►
Ranged Invocation Spell
- Magic Spell, Instant
- Deal 1d12 Damage to one target; if the target takes damage, deal +1d12 damage
Metamagic
Φ1
Minor Counterspell◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- If a spell costing ¢1 is used against you directly, you may cast this spell to neutralize it
Φ1
Minor Dispelling◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Neutralize any one Persistent spell or effect in play, so long as it cost ¢1; no effect on Summons or Conjurations
Φ1
Unconjure◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Select one Summon or Conjuration and roll 1d6. If the roll is higher than, or equal to, the target's casting cost, the target is returned to the player's hand.
Φ1
Minor Disjunction◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- Play at any time against any effect, spell, Summon, or Conjuration, and roll 1d6; if the result = 6, the targeted effect is Neutralized
Φ1
Mana Flux◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Limited
- Select one Character or Summon capable of casting Spells, then roll 1d6; on a roll of 6 they may not cast Spells for one Turn
Φ2
Steal Spell◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Steal 1 random Spell card from a single player.
Φ2
Lesser Counterspell◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- If a spell costing ¢2 or less is used against you directly, you may cast this spell to neutralize it
Φ2
Lesser Dispelling◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Neutralize any one Persistent spell or effect in play, so long as it cost ¢2 or less; no effect on Summons or Conjurations
Φ2
Reflect Magic◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- If a spell used against a spellcasting target you control, you may cast this spell immediately; reflect the spell back onto the Character or Summon that cast it
Φ2
Counter-Cast◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Counter, Instant
- If a Spell deals damage to a spellcasting target you control, you may cast this spell immediately; once played, you may cast one Spell of equal Φ cost back at the same caster
Φ2
Mana Damper◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Limited
- Select one Character or Summon capable of casting Spells, then roll 1d6; on a roll of 5+ they may not cast Spells for one Turn
Φ3
Counterspell◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- If a spell costing ¢3 or less is used against you directly, you may cast this spell to neutralize it
3
Dispelling◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Neutralize any one Persistent spell or effect in play, so long as it cost ¢3 or less; no effect on Summons or Conjurations
Φ3
Disjunction◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- Play at any time against any effect, spell, Summon, or Conjuration, and roll 2d6; if any die result = 6, the targeted effect is Neutralized
Φ3
Dismissal◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Select one Summon or Conjuration and roll 1d6. If the roll is higher than, or equal to, the target's casting cost, the target is discarded
Φ3
Lesser Null Field◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Limited
- Select one Character or Summon capable of casting Spells, then roll 2d6; if any die result is 5+ they may not cast Spells for one Turn
Φ4
Major Counterspell◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- If a spell costing ¢4 or less is used against you directly, you may cast this spell to neutralize it
Φ4
Major Dispelling◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Neutralize any one Persistent spell or effect in play, so long as it cost ¢4 or less; no effect on Summons or Conjurations
Φ4
Null Field◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Limited
- Select one Character or Summon capable of casting Spells, then roll 2d6; if any die result is 4+ they may not cast Spells for one Turn
Φ5
Ultimate Disjunction◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Interrupt, Instant
- Play at any time against any effect, spell, Summon, or Conjuration, and roll 3d6; if any die result = 6, the targeted effect is Neutralized
Φ5
Ultimate Null Field◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Limited
- Select one Character or Summon capable of casting Spells, then roll 3d6; if any die result is 4+ they may not cast Spells for one Turn
Φ1
Minor Mana Boost◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- One spellcasting target gains +Φ1d4
Φ2
Lesser Mana Boost◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- One spellcasting target gains +Φ1d6
Φ3
Mana Boost◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- One spellcasting target gains +Φ1d8
Φ4
Greater Mana Boost◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- One spellcasting target gains +Φ1d10
Φ5
Ultimate Mana Boost◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- One spellcasting target gains +Φ1d12
Φ3
Minor Mana Siphon◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Steal Φ1d4 from one target spellcaster
Φ4
Mana Siphon◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Steal Φ1d6 from one target spellcaster
Φ5
Ultimate Mana Siphon◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Steal Φ1d8 from one target spellcaster
Φ5
Mana Storm◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- All spellcasters in play take 1 Damage for each Φ they possess
Φ5
Inhibit Manaflow◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Persistent
- All spells played suffer -1 to all dice rolls
Φ4
Deminish Mana◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Limited
- Increase the Φ cost for all spells played by +1 for one Turn
Φ3
Lesser Mana Blast◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Deal 1 target 1d4 Damage for each Φ they possess
Φ4
Mana Blast◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Deal 1 target 1d6 Damage for each Φ they possess
Φ5
Ultimate Mana Blast◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- Deal 1 target 1d8 Damage for each Φ they possess
Φ
Mana Vortex◄ SPELL ►
Ranged Metamagic Spell
- Magic Spell, Instant
- All Characters and Summons in play loose Φ1, if possible
Wilderness
Φ1
Nature's Strike◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Poison, Limited
- Deal 1d4 Damage to one target; the next turn, deal 1 Damage
Φ1
Natural Armor◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Limited
- Target gains +1d4 Defense for 1d4 Turns
Φ1
Claw Growth◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Limited
- Target gains +1d4 Attack for 1d4 Turns
Φ1
Thorn Growth◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Counter, Instant
- When you are dealt Damage from a Melee Attack, you may play this card; deal 2d4 Damage to your Attacker
Φ2
Nature's Lash◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Poison, Limited
- Deal 1d6 Damage to one target; the next turn, deal 2 Damage
Φ2
Alligator's Tail◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- Your tail grants you a free Melee Attack each turn that deals 1d4 Damage
Φ2
Lizard Hide◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- Anyone attempting to Attack you must roll 1d6; on a roll of 1-2 the Attack fails
Φ2
Balm◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Instant
- Restore ¢1d4, and Negate any 1 Persistent effect that has been applied on one Character or Summon
Φ3
Nature's Assault◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Poison, Limited
- Deal 1d8 Damage to one target; the next turn, deal 3 Damage
Φ3
Rhinohide◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- Reduce all Damage dealt to you by 3
Φ3
Eagle's Wings◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- You can fly, and are immune to Melee Attacks
Φ3
Bramblehide◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- Any Attacker who deals damage to you takes 2d4 Damage and looses one Turn
Φ3
Purification◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Instant
- Negate any 1 Persistent effect that has been applied on one Character or Summon
Φ3
Regeneration◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Limited
- Restore ¢1d4 per Turn, for 1d6 Turns
Φ3
Wild and Free◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Instant
- Negate any effect that causes the target to Loose one or more Turns
Φ3
Revive◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Instant
- Retrieve one Character card from your discard pile and place him into your hand
Φ4
Nature's Wrath◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Poison, Limited
- Deal 1d10 Damage to one target; the next turn, deal 4 Damage
Φ4
Regrowth◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Persistent
- Restore ¢1d6 per Turn, Negate any 1 Persistent effect on that same target each Turn
Φ4
Nature's Vivification◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Instant
- Restore ¢1d8, and Negate any effect that causes the target to Loose one or more Turns
Φ4
Wolverine's Heartblood◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- You cannot loose turns
Φ4
Rat's Heartblood◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- You are immune to Poison and Disease
Φ4
Rasping Tendrils◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- Your tendrils grants you a free Melee Attack each turn that deals 1d8 Damage; any target who takes damage from this Attack looses one Turn
Φ4
Reincarnate◄ SPELL ►
Ranged Nature Spell
- Magic Spell, TAGS
- If any Character you have played has been discarded (for any reason), draw one Character Card and place it into play without paying its Φ cost
Φ5
Nature's Destruction◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Poison, Limited
- Deal 1d12 Damage to one target; the next turn, deal 5 Damage
Φ5
Gaia's Breath◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Instant
- Select any Character you have currently in play; Regain Φ equal to 2d6 plus the Character's Φ cost
Φ5
Toxicity◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Poison, Persistent
- Whenever you are dealt damage, your attacker takes 1d6 Damage; they take 1d4 Damage every Turn thereafter
Φ4
Vermintide Cloak◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Physical, Persistent
- One target Character is discarded
Φ4
The Woods Have Eyes◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Instant
- You may look at the hand of any and all Players
Φ5
Resurrection◄ SPELL ►
Ranged Nature Spell
- Magic Spell, Healing, Instant
- Retrieve one Character card from your discard pile and place him into play; Regain Φ equal to the Character's Φ cost
Wilderness, Forms, Summons, & Conjurations
Φ1
Squirrel Form◄ SPELL, 1★ ►
Self Only Nature Spell
+1 Black Die
- Magic Spell, Animal, Persistent
- 1d4, 1Φ: Melee Attack
- 1d6, 2Φ: Defense
- -1Φ, Squirrely: When attacked, you may roll 1d6; on a roll of 1, you may direct the Attack to a different target of your choice
- This spell ends when reduced to 0★
Φ1
Wolf Form◄ SPELL, 2★ ►
Self Only Nature Spell
+1 Black Die
- Magic Spell, Animal, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- -Φ1, Fast: you may make one additional Melee Attack action this turn
- This spell ends when reduced to 0★
Φ1
Puma Form◄ SPELL, 2★ ►
Self Only Nature Spell
+1 Black Die
- Magic Spell, Animal, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- -1Φ, Evasion: If your Defense roll results in any ones, re-roll those dice once
- This spell ends when reduced to 0★
Φ1
Arrowhawk Form◄ SPELL, 1★ ►
Self Only Nature Spell
+1 Black Die
- Magic Spell, Animal, Persistent, Flying
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- -1Φ, Dodge: When attacked, you may roll 1d6; on a roll of 1, the Attack fails
- This spell ends when reduced to 0★
Φ2
Glyptodon Form◄ SPELL, 4★ ►
Self Only Nature Spell
+1 Grey Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d8, 3Φ: Defense
- Armor: +2 Defense vs. Physical damage
- Revert: This spell ends when reduced to 0★
Φ2
Phorus Form◄ SPELL, 4★ ►
Self Only Nature Spell
+1 Grey Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d4, 1Φ: Defense
- Rend: +2 Physical Damage on a successful Attack
- Revert: This spell ends when reduced to 0★
Φ2
Gigophis Form◄ SPELL, 4★ ►
Self Only Nature Spell
+1 Grey Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Venom: +1 Ppoison Damage per turn vs. Damaged targets
- Revert: This spell ends when reduced to 0★
Φ2
Sabercat Form◄ SPELL, 4★ ►
Self Only Nature Spell
+1 Grey Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Revert: This spell ends when reduced to 0★
Φ3
Mammoth Form◄ SPELL, 6★ ►
Self Only Nature Spell
+1 Copper Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Soak: Successful Attacks against you deal -2d4 damage
- Revert: This spell ends when reduced to 0★
Φ3
Megalictis Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d6, 2Φ: Defense
- Savage: If your Melee Attack deals damage, increase Damage by +2d4
- Revert: This spell ends when reduced to 0★
Φ3
Chelydra Form◄ SPELL, 7★ ►
Self Only Nature Spell
+1 Copper Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d8, 3Φ: Defense
- Protect: Allies gain +2 Defense while you are in this form
- Revert: This spell ends when reduced to 0★
Φ3
Murder Wasp Form◄ SPELL, 4★ ►
Self Only Nature Spell
+1 Copper Die
- Magic Spell, Persistent, Flying
- 1d6, 2Φ: Melee Attack
- 1d8, 3Φ: Defense
- Sting: You may Attack twice per Turn; Increase damage by +1d4 Poison Damage
- Revert: This spell ends when reduced to 0★
Φ4
Azuzzal Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Foci: Spells you cast while in this form cost -Φ1
- Revert: This spell ends when reduced to 0★
Φ4
Loufeloi Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d8, 3Φ: Defense
- Boost: Spells you cast while in this form gain +1 per die rolled
- Revert: This spell ends when reduced to 0★
Φ4
Diadimos Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d8, 3Φ: Defense
- Replenishment: Restore +1★ per turn
- Revert: This spell ends when reduced to -1★
Φ4
Titanwood Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- Freegrowth: Restore 1 target 1d4★
- Revert: This spell ends when reduced to 0★
Φ4
Noctbranch Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- Drain: If you deal Melee Damage, you Restore 1d4★
- Revert: This spell ends when reduced to 0★
Φ4
Blight Tree Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Splash: Whenever you are dealt Melee Damage, deal 1d6 Acid damage to your attacker
- Revert: This spell ends when reduced to 0★
Φ4
Frost Fir Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d10, 4Φ: Defense
- Coldslow: Whenever you are attacked, you may choose to Attack the target first.
- Revert: This spell ends when reduced to 0★
Φ4
Ironthorn Form◄ SPELL, 9★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d8, 3Φ: Ranged Attack
- 1d10, 4Φ: Defense
- Ironhide: When targeted by hostile Spells, roll 1d6; on a roll of 4+, the spell is Negated
- Revert: This spell ends when reduced to 0★
Φ4
Mycoshriek Form◄ SPELL, 8★ ►
Self Only Nature Spell
+1 Silver Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Shriek: If an Attack against you fails, your attacker looses 1d4 Turns
- Revert: This spell ends when reduced to 0★
Φ5
Feral Dragon Form◄ SPELL, 12★ ►
Self Only Nature Spell
+1 Gold Die
- Magic Spell, Persistent, Flying
- 2d6, 6Φ: Melee Attack
- 2d6, 6Φ: Defense
- Breathe: Deal 1d4 Fire Damage to one target per Turn
- Revert: This spell ends when reduced to 0★
Φ5
Gaiocul Form◄ SPELL, 9★ ►
Self Only Nature Spell
+1 Gold Die
- Magic Spell, Persistent
- 1d12, 5Φ: Melee Attack
- 1d12, 5Φ: Defense
- Gaze: Turn target to stone, target cannot Act or Defend; if this spell ends frozen targets are freed
- Revert: This spell ends when reduced to 0★
Φ5
Gaiaborn Form◄ SPELL, 10★ ►
Self Only Nature Spell
+1 Gold Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- Revive: Retrieve one Character card from your discard pile and place him into your hand
- Revert: This spell ends when reduced to 0★
Φ5
Behemoth Form◄ SPELL, 12★ ►
Self Only Nature Spell
+1 Gold Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d8, 3Φ: Defense
- 2d6, 6Φ: Defense
- Tank: Attackers vs. your Characters, Summons, or Player must Attack you.
- Armored Hide: Whenever you are dealt Damage, reduce the damage dealt by 1d4.
- Revert: This spell ends when reduced to 0★
Φ2
Summon Mule◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Carry: Increase you Maximum Hand Size by +1.
Φ2
Summon Giant Rat◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Infect: If your Melee Attack deals Damage, your target suffers 1 Disease Damage for 1d4 rounds
Φ2
Summon Wolf◄ SPELL, 3★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d4, 1Φ: Defense
- Hamstring: If your Melee Attack deals Damage, your target looses one Turn
Φ2
Summon Warhawk◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent, Flying
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Gouge: If your Melee Attack deals Damage, your target suffers -1 to Attack for 1d4 Turns
Φ2
Summon Capra◄ SPELL, 3★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Headbutt: If your Melee Attack deals Damage, your target suffers +1 Damage and looses one Turn
Φ2
Summon Puma◄ SPELL, 3★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Steath (Interrupt): If you or your summoner is targeted with any Action, you may Attack them once.
Φ2
Summon Warthog◄ SPELL, 4★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Final Strike: If reduced to 0★, deal 1d4 Physical Damage to your killer
Φ2
Summon Tiger◄ SPELL, 4★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Sneak Attack: The first time you make an attack, increase Attack roll by +1d4
Φ2
Summon Hyena◄ SPELL, 3★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Cripple: If your Melee Attack deals Damage, your target looses one Turn, and you gain +1 Defense for 1 Turn
Φ2
Summon Drake◄ SPELL, 4★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Resistance: Increase Defense vs. Magic spells by +1d4
Φ2
Summon Scincid◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Escape: If reduced to 0★, roll 1d6; on a roll of 5+, place this card into your hand instead of discarding it
Φ2
Summon Anaconda◄ SPELL, 4★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Constrict: If your Melee Attack deals Damage, roll 1d6; if you roll 5+, your target looses 1 Turn; repeat this roll every turn.
Φ2
Summon Viper◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Venom: If your Melee Attack deals Damage, your target suffers 1 Poison Damage per turn, until dispelled.
Φ3
Summon Horse◄ SPELL, 4★ ►
Ranged Nature Spell
+1 Grey Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d6, 2Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ3
Summon Rat Swarm◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Devour: If your Melee Attack deals Damage, increase Damage +1d6.
- Overrun(Interrupt): Discard this card to Negate one Attack or Spell.
Φ3
Summon Bat Swarm◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Flying
- 1d4, 1Φ: Melee Attack
- 1d6, 2Φ: Defense
- Confuse: Discard this card; roll 1d6; on a roll of 5+ you may select target to make one Attack with.
- Scatter: Remove this card from play and roll 1d6; on 5+ place it back into your hand.
Φ3
Summon Wasp Swarm◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Flying
- 1d6, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Assault: If your Melee Attack deals Damage, your target suffers +1d4 Poison Damage for 1d4 Turns
Φ3
Summon Spider Swarm◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Web: If your Melee Attack deals Damage, your target looses one Turn
- Drain: If your Melee Attack deals Damage, your target suffers 1d4 Poison damage; Restore 1d4★
Φ3
Summon Scorpion Swarm◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Sacrifice: Discard this card to make three Melee Attacks, dealing 1d4, 1d4, and 1d4 (+1d4 Poison Damage) respectively.
Φ3
Summon Vermin Swarm◄ SPELL, 6★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Infest: If your Melee Attack kills a target, Restore +2★.
- Ick Factor: If your Melee Attack deals Damage, your target looses one Turn.
Φ3
Summon Dire Rat◄ SPELL, 3★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Disease: If your Melee Attack deals Damage, your target suffers 1 Disease Damage every round.
Φ3
Summon Giant Bat◄ SPELL, 3★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Flying
- 1d6, 2Φ: Ranged, Sonic Attack
- 1d6, 2Φ: Defense
- Shriek: If your Attack deals damage, your target may not cast Spells for 1d6 Turns.
Φ3
Summon Spiderwolf◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Crippling Venom: If your Melee Attack deals Damage, your target's Attack and Defense rolls decrease by -1 per die.
Φ3
Summon Giant Mollusk◄ SPELL, 5★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Tentacles: If your Melee Attack deals Damage, your target looses one Turn.
- Shell: Successful Attacks against you deal -1 Damage.
Φ3
Summon Crocodile◄ SPELL, 6★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Thrash: If your Melee Attack deals Damage, deal +1d6 Damage; the target looses one turn.
Φ4
Summon Warhorse◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d8, 3Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ4
Summon Dire Wolf◄ SPELL, 2★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Giga Hamstring: If your Melee Attack deals Damage, deal +1d4 Damage, and your target looses one Turn
Φ4
Summon Arctodusimus◄ SPELL, 8★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Maul (Counter): If you are attacked, but no damage is dealt, you may make one Attack against the target who attacked you.
Φ4
Summon Chelydra◄ SPELL, 7★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- 1d10, 4Φ: Defense
- Bite: If your Attack roll is 6+, you may add 1d4 to the Attack roll.
- Turtle Shell: Successful Attacks against you deal -1d4 Damage.
Φ4
Summon Entelodon◄ SPELL, 8★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d10, 4Φ: Melee Charge Attack
- 1d8, 3Φ: Defense
- Stubborn Brute: If reduced to 0★, deal 1d4 Physical Damage to your killer; if your roll on this Damage is 2+, Restore 1★.
Φ4
Summon Panthatrox◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Prideleader: Gain +1 Attack for each Character and Summon you have in play.
Φ4
Summon Hyenadon◄ SPELL, 7★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Bonecrusher: If your Melee Attack deals Damage, deal +2 Damage; your target looses one Turn, and you gain +2 Defense for 1 Turn
Φ4
Summon Megalania◄ SPELL, 7★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Toxic Shred: If your Melee Attack deals Damage, deal +1d8 Melee Damage; every round thereafter it suffers 1d4 Poison Damage.
Φ4
Summon Terrorbird◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Sprint (Counter): If any target you control other than this one is dealt damage, you may choose to Attack the attacker, paying Φ normal cost.
- Pursuit: If your Melee Attack misses, you may attempt the Attack once more.
Φ4
Summon Smilodon◄ SPELL, 7★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Saberbite:If your Melee Attack deals Damage, roll 1d8; on a roll of 1 the target dies.
- Ambush (Interrupt): If you are targeted with a Melee Attack, you may make a Melee Attack against your attacker first.
Φ4
Summon Kaprosuchus◄ SPELL, 8★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 2Φ: Defense
- Thrash: If your Melee Attack deals Damage, deal +1d8 Damage; the target looses one turn.
- Immunity: You are immune to Disease Damage.
Φ4
Summon Megaloceros◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Headbutt: If your Melee Attack deals Damage, your target suffers +2 Damage and looses one Turn.
- Clip: If your Melee Attack fails to deal damage, your target suffers 1 Melee Damage anyway.
Φ5
Summon Pegasus◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent, Flying
- 1d8, 3Φ: Melee Attack
- 1d10, 4Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ5
Summon Unicorn◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee, Light Attack
- 1d10, 4Φ: Defense
- -2Φ, Healing Horn: Restore 1d6¢.
- Sacrifice: Discard this card to Restore 2★ to all Summons you control, plus 1d8¢.
Φ5
Summon Lesser Dragon◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- Assault: Roll 1d4; spend up to that many Φ to make that many Melee Attacks against a single target. Loose 1★ for each attack made.
- -6Φ, Firebreath: Deal 2d6 Fire Damage to a single target.
Φ5
Summon Pixie◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent, Flying
- 1d10, 4Φ: Magic Attack
- 1d10, 4Φ: Defense
- -6Φ, Magic Mischief: Swap the Φ and ★ of a single target.
- Fey Spirit: You are immune to Nature Spells.
Φ5
Summon Gremlin◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Magic Attack
- 1d10, 4Φ: Defense
- -6Φ, Mechanical Ruin: Swap the Φ and ⚙ of a single target.
- Fey Spirit: You are immune to Nature Spells.
Φ5
Summon Dryad◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Magic Attack
- 1d10, 4Φ: Defense
- -6Φ, Dust to Dust: Swap the Φ and 💀 of a single target.
- Fey Spirit: You are immune to Nature Spells.
Φ5
Summon Nymph◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Psychic Attack
- 1d10, 4Φ: Defense
- Forever Love: Select one target; that target may not deal damage to you. If you ask that target to heal, buff, or otherwise help you, they must spend their next Turn to do so.
- Fey Spirit: You are immune to Nature Spells.
Φ5
Summon Phoenix◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent, Flying
- 1d10, 4Φ: Melee, Fire Attack
- 1d10, 4Φ: Defense
- Purifying Blood: If you are dealt damage, you may Neutralize all negative effects on a single target.
- Immolate: Discard this card; select one Character card from the discard pile, and place it into your hand.
Φ5
Summon Troll◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- Regenerate: Restore 2★ per Turn.
- Troll Immortality: Do not Discard this card if reduced to 0★; continue using your Regenerate ability each Turn. If an Attack that deals Acid or Fire Damage drops you to 0★, then discard this card.
Φ5
Summon Titanic Spider◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- Deadly Venom: If your Attack deals damage, deal +1d6 Poison Damage per Turn.
- -5Φ, Cocoon: Immobilize one target, preventing them from performing Actions or gaining Φ. They may be freed by being damaged by a Melee or Fire Attack, or being effected by an effect that counters turn loss.
Φ5
Summon Tunnel Worm◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- Quake: If your Melee Attack deals damage, deal 1d4 Earth Damage to all of that Player's Characters, Summons, & Conjures.
- -1Φ, Gulp: Target character Looses one Turn.
- -6Φ, Vomit: After a target of your Gulp ability is freed, you may choose to Vomit him at one target, dealing 1d6 to both targets.
Φ5
Summon Yeti◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d10, 4Φ: Defense
- -5Φ, Stormcall: All active beings in play become blind for 1 Turn, and cannot target others during that time. They can target themselves normally.
- Blindfight: You are immune to blindness.
Φ5
Summon Hipogryph◄ SPELL, 10★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent, Flying
- 1d10, 4Φ: Melee Attack
- 1d12, 5Φ: Defense
- Mount: Play this card on a Character; combine their Φ Dice, Attack Dice, and Defense Dice. If attacked, you may choose whether to subtract damage from ¢ or ★.
- Carry: Increase you Maximum Hand Size by +1.
Φ6
Summon Manticore◄ SPELL, 12★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Flying
- 1d12, 5Φ: Melee Attack
- 2d6, 6Φ: Ranged Attack
- 1d12, 5Φ: Defense
- Thrashing: If your Melee Attack deals damage, your may Attack a second time; the target suffers -2 Defense for the second attack
- Toxic Spines: If your Ranged Attack deals damage, your target also suffers 2d4 Poison Damage.
Φ6
Summon Horned Dragon◄ SPELL, 13★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Flying
- 1d12, 5Φ: Melee Attack
- 1d12, 5Φ: Defense
- Onslaught: Roll 1d6; spend up to that many Φ to make that many Melee Attacks against a single target. Loose 1★ for each attack made.
- -8Φ, Blaze: Deal 2d6 Fire Damage to up to 3 targets.
Φ6
Summon Wyvern◄ SPELL, 12★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Flying
- 1d12, 5Φ: Melee Attack, Bite
- 2d6. 6Φ: Melee Attack, Tail
- 1d12, 5Φ: Defense
- Venomous: If your Bite Attack deals damage, your target also suffers 1d8 Poison Damage.
- -8Φ Frozen Breath: Deal 2d8 Cold Damage to one target; the target looses one Turn.
Φ6
Summon Hydra◄ SPELL, 9/15★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent
- -5Φ: One Melee Attack per head (3★)
- 1d12, 5Φ: Defense
- Regenerate: After you have been dealt damage, you may Restore 2★ per Φ spent. If you are reduced to 0★ and have Φ1 or fewer, discard this card.
- Multibite: You have one head per 3★, rounded down. You may Attack one target per head (3★) you possess.
Φ6
Summon Cocatrice◄ SPELL, 9★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Flying
- 1d12, 5Φ: Melee Attack
- 2d6, 6Φ: Magic Attack
- 1d12, 5Φ: Defense
- Stonegaze: If your Magic Attack deals damage, your target is turned to stone, and is unable to make any Actions or gain Φ.
- -3Φ, Stonebreak: Neutralize a stone effect on one target, freeing them.
Φ6
Summon Salamander◄ SPELL, 11★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent
- 1d12, 5Φ: Melee, Fire Attack
- 1d6. 2Φ: Ranged, Magic, Fire Attack
- 1d12, 5Φ: Defense
- Flame Gaze: If your Ranged Attack deals Damage, your target thereafter suffers 1d6 Fire Damage per Turn.
- Fire Blood: If you are dealt Melee Damage, deal 1d10 Fire Damage to your attacker.
Φ6
Summon Drop Bear◄ SPELL, 11★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent
- 1d12, 5Φ: Melee Attack
- 1d12, 5Φ: Defense
- Ambush (Interrupt): If you are targeted by any Physical Attack, you may Attack First.
- Crush: If your Melee Attack deals Damage, deal +1d12 Damage to your target.
Φ6
Summon Roc◄ SPELL, 10★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Flying
- 1d12, 5Φ: Ranged, Sonic Attack, 3 Targets
- 1d6, 2Φ: Melee Attack
- 1d12, 5Φ: Defense
- Supersonic: You are immune to Counter and Interrupt effects.
- Thunder Bird: If your Ranged Attack deals Damage, your target is Stunned, loosing 1d4 Turns, and is deafened, making them unable to cast Spells.
Φ6
Summon Behemoth◄ SPELL, 14★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent
- 1d12, 5Φ: Melee Attack
- 1d12, 5Φ: Defense
- Ability
- Tank: Attackers vs. your Characters, Summons, or Player must Attack you.
- Armored Hide: Whenever you are dealt Damage, reduce the damage dealt by 1d6.
Φ6
Summon Gryphon◄ SPELL, 10★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Flying
- 1d12, 5Φ: Melee Attack
- 1d12, 5Φ: Defense
- -10Φ, Inspiring Continence: distribute 7Φ to your Characters, Summons, and/or Conjurations as you see fit.
- Regal Aura: All of your Characters, Summons, and Conjurations gain +2 Attack and Defense.
Φ2
Conjure Suicide Shrub◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Ranged, Explosion Attack
- 1d4, 1Φ: Defense
- Sneaky: Declare your Attack or Ability use, then roll 1d6; on a roll of 5+ add +1d4 to the roll.
- Hissss: Discard this Card and deal 2d4 Explosion Damage to one target.
Φ2
Conjure Thorn Snakes◄ SPELL, 3★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Ability: If your Melee Attack deals Damage, your target looses one Turn.
Φ2
Conjure Hoopvines◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Whip Attack
- 1d4, 1Φ: Defense
- Strangle: If your Whip Attack deals Damage, deal +1 Physical Damage, and your target cannot cast Spells for one Turn.
Φ2
Conjure Hungry Fungus◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Parasite: If your Melee Attack deals Damage, place it on your target; thereafter they suffer 2 Decay Damage per Turn. If any Damage is dealt to you during this time, deal the same amount and kind of Damage to your target, and Discard this card.
Φ2
Conjure Moon Orchid◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Defense
- Ability: If your Attack reduces this card to 0★, you are dealt 1d4 Poison Damage, but you may keep it as an item. While held, any damage dealt to you by an Undead target is reduced by 1d4. You may discard this item at will.
Φ2
Conjure Vicious Slime◄ SPELL, 3★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent
- 1d6, 1Φ: Defense
- Cover: Play this card on one target; they are dealt 1d4 Acid Damage per Turn.
- Flammable Slime: This card is immune to all Damage except Fire, and suffers half-damage from Melee Attacks that successfully inflict Damage. If you are dealt Damage, even if you are immune to all or half of it, your host suffers the Damage in full.
Φ2
Conjure Nightshade◄ SPELL, 2★ ►
Ranged Nature Spell
1 Black Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Defense
- Assassin's Friend: If your Attack reduces this card to 0★, you are dealt 1d4 Poison Damage, but you may keep it as an item. While held, any Physical Attacks you make also deal 1d4 Poison Damage. You may discard this item at will.
Φ3
Conjure Sunweed◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Rooted
- 1d6, 2Φ: Ranged, Light Attack
- 1d4, 1Φ: Defense
- Burnglow (Interrupt): If you are targeted by a Melee Attack, deal 1d4 Light Damage to your attacker.
- Burnout: Discard this card to deal 2d4 Light Damage to up to 3 targets.
Φ3
Conjure Tangleroot◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Rooted
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Trip: If your Melee Attack deals Damage, your target looses one Turn.
- -1Φ, Bind: If your Melee Attack target looses a turn, then you may continue attacking them every turn thereafter at a discount, applying the Trip effect each time you deal Damage.
Φ3
Conjure Zombie Puffer◄ SPELL, 3★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Fly
- 1d6, 2Φ: Melee Attack
- 1d6, 2Φ: Defense
- Hijack: If your Melee Attack deals Damage to an Undead target, place that target into your hand.
- Burst: If an Attack reduces you to 0★, deal 1d4 Disease Damage to up to 3 targets.
Φ3
Conjure Creeping Mold◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee, Acid Attack
- 1d6, 2Φ: Defense
- Sticky: If your Melee Attack deals Damage, you may steal one of your target's Items at random.
- Restoration: If your Melee Attack deals at least 2 Damage, you Restore 1★
Φ3
Conjure Holly Bush◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Rooted
- 1d6, 1Φ: Melee Attack
- 1d6, 1Φ: Defense
- Thorns (Counter): If a target deals Damage to you, they are dealt 1d4 Melee, Poison Damage.
- Warding: Ethereal, Demon, Elemental, and Spirit creatures wishing to target you with Magic, Spirit, or Psychic Attacks, or any Spells, must roll a 3+ on 1d6 or the Action is wasted.
Φ3
Conjure Fungal Beast◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent
- 1d8, 3Φ: Melee Attack
- 1d4, 1Φ: Defense
- Horror Teeth: If your Melee Attack deals Damage, increase Damage by 1d4.
- -1Φ, Relentless Persuit: If your Melee Attack fails to deal Damage, you may choose to Attack again for 1Φ; you may continue to do so until you run out of Φ, or deal Damage.
Φ3
Conjure Black Lotus◄ SPELL, 4★ ►
Ranged Nature Spell
1 Grey Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Defense
- Ability: If your Attack reduces this card to 0★, you are dealt 1d6 Poison Damage, but you may keep it as an item. While held, any Physical Attacks you make also deal 1d6 Poison Damage. You may discard this item at will.
- Poison Warding: If held as an Item, you are Immune to Poison Damage.
Φ4
Conjure Energy Blossom◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent, Rooted
- 1d8, 3Φ: Ranged, Fire Attack
- 1d8, 3Φ: Defense
- Charged (Counter): If you are dealt Melee Damage, deal 1d6 Electric Damage to your attacker.
- Blazebloom: Deal 1d4 Fire Damage to up the 3 targets.
Φ4
Conjure Weeping Heart◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent, Rooted
- 1d8, 3Φ: Melee, Acid Attack
- 1d8, 3Φ: Defense
- Acidic (Counter): If you are dealt Melee Damage, deal 1d6 Acid Damage to your attacker.
- Tantrum: Deal 1d4 Corruption Damage to up the 3 targets.
Φ4
Conjure Arctic Spitter◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent, Rooted
- 1d8, 3Φ: Ranged, Cold Attack
- 1d8, 3Φ: Defense
- Frost Shotspray: When making a Ranged, Cold Attack, roll the Attack three times, and use the best result for your roll.
- Chill Fountain: Deal 1d6 Ranged, Water Damage; the target takes 1 Cold Damage each Turn thereafter.
Φ4
Conjure Snap Dragon◄ SPELL, 7★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent, Rooted
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Bleed: If your Melee Attack deals Damage, your target suffers 1d6 Physical Damage each turn thereafter.
- Clamp: If your Melee Attack deals Damage, roll 1d6; on a roll of 5+ your target can take no actions except to make Melee Attacks against you.
Φ4
Conjure Bite Blossom◄ SPELL, 7★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent, Rooted
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Toxic Bite: If your Melee Attack deals Damage, your target suffers 1d6 Poison Damage each turn thereafter.
- Pollen Burst (Counter): If you are dealt Melee Damage, deal Disease Damage to your attacker equal to the Damage dealt to you x 2; then deal 1d4 Disease Damage for 1d4 Turns.
Φ4
Conjure Bloodbush◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent, Rooted
- 1d8, 3Φ: Melee Attack
- 1d8, 3Φ: Defense
- Drain: If your Melee Attack deals Damage, gain 1d6Φ
- Lifesblood: If you are killed by an Undead target, that target Restores 1★ for every Φ you possess at the time of death.
Φ4
Conjure Felberry Tree◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Melee Attack
- 1d8, 3Φ: Defense
- -3Φ, Scatter Shot: Make an Attack against up to three targets.
- Felheal: If your Melee Attack deals Damage, you may choose to Restore either 2d4★ or ¢; if you do so you suffer -2 to Attack & Defense for 1d4 Turns.
Φ4
Conjure Redcap◄ SPELL, 6★ ►
Ranged Nature Spell
1 Copper Die
- Magic Spell, Persistent
- 1d8, 1Φ: Melee Attack
- 1d6, 1Φ: Defense
- Toxic Iron Hide (Counter): If you are dealt damage, reduce Damage dealt to you by 1d4; your target suffers 1d4 Poison Damage.
- Blood Heal: If you deal Melee Damage to a target that can bleed (including Characters and Summons, Lycanthropes, and Vampires), you may Restore 1d4★.
Φ5
Conjure Mandragora◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Ranged, Sonic Attack
- 1d10, 4Φ: Defense
- Wail (Counter): If you are dealt Damage, your attacker suffers 1d8 Sonic Damage.
- Medicinal: If your Attack reduces this card to 0★, you are dealt 1d6 Sonic Damage, but you may keep it as an item. While held, you may Negate up to 4 Damage from any sources each turn. You may discard this item at will.
Φ5
Conjure Wild Shambler◄ SPELL, 9★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d6, 2Φ: Melee Attack
- 1d10, 4Φ: Defense
- Embodiment: You are Immune to Nature Damage and Effects, and wooden weapons.
- Camouflage: Any target attempting to take an offensive Action against you must roll a 4+ on 1d6 to attempt the Action.
- Polystrike: You may Attack as many targets as you can afford to.
Φ5
Conjure Carnivorous Devourer◄ SPELL, 8★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent, Rooted
- 1d10, 4Φ: Defense
- -4Φ, Swallow: Swallow one target. Thereafter they may only make Melee Attacks, and if they deal Damage, they escape. Only one target can be devoured at a time. You cannot swallow a target that with a Counter ability.
- Digest: Deal your Swallowed target 1d6 Acid Damage per turn.
Φ5
Conjure Myconios◄ SPELL, 7★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent
- 1d10, 4Φ: Melee Attack
- 1d6, 2Φ: Ranged Attack
- 1d10, 4Φ: Defense
- Stretchlance: Your Melee Attack can be used against Flying targets.
- Spore Tips: If your Ranged Attack deals Damage, your target thereafter suffers 1d4 Poison Damage for 1d4 Turns.
Φ5
Conjure Beanstalk◄ SPELL, 10★ ►
Ranged Nature Spell
1 Silver Die
- Magic Spell, Persistent, Rooted
- 1d10, 4Φ: Defense
- Falling Debris: Each Turn, you must select one target and roll 1d10; the effect is determined by the roll result; (1, 1d6 Physical Damage; 2-5, 1d4 Physical Damage; 6-9, no effect; 10, draw 1 Item Card).
- Collapse: If removed from play, Deal 1d10 Physical and 1d10 Earth Damage to your Attacker.
Φ6
Conjure Glory Flowers◄ SPELL, 7★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Rooted
- 1d4, 1Φ: Defense
- -1xNΦ, Energize: Restore 1d4★ to N Summons and/or Conjures, where N is the number of targets you wish to heal.
- -2xNΦ, Healing Scent: Restore Nd6¢, where N is the number of Characters you have in play.
Φ6
Conjure Life Blossom◄ SPELL, 10★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Rooted
- 1d12, 5Φ: Defense
- Life Flower: If your Attack reduces this card to 0★, you are dealt 1d6 Light Damage, but you may keep it as an item. If so, you suffer 1 Light Damage per Turn. While held, you may Restore 1d6¢ or ★ to any target but your self as your Action each turn. You may discard this item at will.
Φ6
Conjure Razorgrass◄ SPELL, 10★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Rooted
- 1d6, 2Φ: Defense
- Leg Slash: Every Turn cards in play are dealt 1 Melee Damage.
- Slashing (Interrupt): Any card that makes a Melee Attack suffers 1d4 Melee Damage; this also applies to cards that move from Player to Player, or return to a Player's hand.
- No Effect on Plants, Undead, and Elemental, Flying, and Ethereal creatures.
Φ6
Conjure Death Lily◄ SPELL, 10★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Rooted
- 1d12, 5Φ: Defense
- Deathly Keepsake: If your Attack reduces this card to 0★, you are dealt 1d6 Entropy Damage, but you may keep it as an item. If so, you suffer 1 Entropy Damage per Turn. While held, if you cannot be Attacked by any Undead, but an Undead may cast spells at you normally. You may discard this item at will.
Φ6
Conjure Yurei Kudzu◄ SPELL, 2/20★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Rooted, Ethereal
- 1d4, 1Φ: Melee Attack
- 1d4, 1Φ: Defense
- Overwhelm: At the end of your turn, Restore 2★. When your ★ quantity reaches certain thresholds, increase your Attack and Defense Dice to the new value listed. (1d6 at 4★, 1d8 at 8★, 1d10 at 10★, 2d6 at 13★, 2d8 at 16★, 2d10 at 20★)
Φ6
Conjure Molyroot◄ SPELL, 10★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent, Rooted
- 1d12, 6Φ: Defense
- Protection: If your Attack reduces this card to 0★, you are dealt 1d6 Physical Damage, but you may keep it as an item. If so, you suffer 1 Magic Damage per Turn. While held, if you are targeted by a spell, roll 1d6; on any roll but a 1, the spell is Nullified. You may discard this item at will.
Φ6
Conjure Yggdrasil Sprig◄ SPELL, 10★ ►
Ranged Nature Spell
- Magic Spell, Persistent
- Tree of Life: Play this card on a Character as an Item. Any time that Character suffers Damage, apply it to this card; Discard this card when it reaches 0★. Any Damage dealt after it has been Discarded apply to ¢ normally. While in play, this card may be affected by healing or buffs like any other Conjuration, but it cannot specifically be targeted by any offensive or damaging effect.
Φ6
Conjure Treant◄ SPELL, 12★ ►
Ranged Nature Spell
1 Gold Die
- Magic Spell, Persistent
- 1d12, 5Φ: Melee Attack
- 1d12, 5Φ: Defense
- Storm Smash: If your Melee Attack deals Damage, your target must Discard one item; they also loose 1d4 Turns.
- -6Φ, Green Blaze: Deal 2d6 Fire Damage to one target; this deals 0 Damage to Nature Summons and Conjurations.
Necromancy
Scroll of Life Drain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Pain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Helpful Shade
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Grave-Robber's Curse
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Trick Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Death Ward
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Soul Siphon
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Imposing Fear
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Bone Shard
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Heal Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Weak Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Impending Doom
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Blood Siphon
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Guilty Shade
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Black Arrows
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Dire Curse
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Soul Rot
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Motivate Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Bone Arrow
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Restore Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Lesser Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of The Grave Beckons
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Agony
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Tormented Shade
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rotting Boils
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Devour Life
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Vindictive Apparition
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Bone Spear
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Energize Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Revive Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Slake the Thirst
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Blood Rain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mind Fracture
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Bone Lance
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Greater Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Bone Rain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mind Shatter
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Vampiric Drain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Horrid Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Psychic
Scroll of Telekinesis
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mind Slash
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Pyrokinesis
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Cryokinesis
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Electrokinesis
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Weapon
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of SPELLNAME
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Shield
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Strike
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mental Strike
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mental Stun
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Psychic Weapon
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Psychic Shield
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Throw
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mental Assault
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mind Read
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Psychic Block
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Slash
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Burst
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Hurl
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mental Agony
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Psychic Screen
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Crush
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of TK Cyclone
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mental Ravaging
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Runic
Scroll of Minor Armor Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Minor Weapon Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Minor Carnage Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rune of Healing
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rune of Restoration
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rune of Minor Destruction
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Lesser Armor Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Lesser Weapon Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Lesser Carnage Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Heroic Hireling
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rune of Lesser Destruction
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Armor Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Weapon Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Carnage Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rune of Destruction
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Major Armor Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Major Weapon Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Major Carnage Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rune of Major Destruction
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Ultimate Armor Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Ultimate Weapon Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Ultimate Carnage Rune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rune of Ultimate Destruction
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Sagacious
Scroll of Warp Power
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Alter Power
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Secrets Known
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Alter Armor
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Alter Luck
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Alter Fate
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Heroic Energies
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Dire Suffering
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Warp Mana Flow
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Warp Luck
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Warp Fate
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Foresight
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Future Sight
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rewrite Luck
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Rewrite Fate
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Known Outcome
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Spirit of Adventure
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Accursed Fate
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Destiny Distortion
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Object Misfortune
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Distort Mana Flow
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Vision
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mana Manipulation
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Shadow
Scroll of Summon Shadowfiend
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadowblend
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadow Bolt
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Flickering Shadows
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Snuff the Light
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Distracting Shades
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Shadow Swarm
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Forward the Darkness
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadow Binding
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Ray of Afraid of the Dark
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Devoured by Darkness
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of War
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Surround
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Shadow Tendril
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadow Missile
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadow Salvo
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Pestilence
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Nightmare
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadow Walk
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadowfire
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Famine
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Shadowcloak
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Death
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Nocturne
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Shadow Abomination
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Songspells
Φ1
Noxious Aria◄ SPELL ►
Ranged Song Spell
- Magic Spell, Acid, Instant
- Deal 1d4 Damage; if the roll = 4, the target character must discard one held item
Φ1
Benevolent Hymnal◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- One target gains +1d4 Defense for one turn
Φ2
Freezing Shout◄ SPELL ►
Ranged Song Spell
- Magic Spell, Ice, Instant
- Deal 1d4 Damage; if the roll = 4, the target character cannot cast spells for one turn
Φ1
Heroic Verse◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- One target gains +1d4 Attack for one turn
Φ1
Maddening Lullaby◄ SPELL ►
Ranged Song Spell
- Magic Spell, Sonic, Instant
- Deal 1d4 Damage; if the roll = 4, the target character looses one turn
Φ1
Stormsong◄ SPELL ►
Ranged Song Spell
- Magic Spell, Electric, Instant
- Deal 1d4 Damage; if the roll = 4, deal a second character 1 Damage
Φ1
Aria of Bliss◄ SPELL ►
Ranged Song Spell
- Magic Spell, Healing, Instant
- Restore ¢1d4; if the roll = 4, the target gains +1 to Attack for one turn
Φ1
Ballad of the Fire and the Flames◄ SPELL ►
Ranged Song Spell
- Magic Spell, Fire, Persistent
- Deal 1d4 Damage; if the roll = 4, the character takes 1 Damage per turn for 1d4 turns
Φ1
Final Lullaby◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Target player must discard one card from their hand
Φ1
Fallen One's Dirge◄ SPELL, 2★ ►
Ranged Song Spell
Black Die
- Magic Spell, Persistent
- 1d4, 2: Attack
- 1d4, 2: Defense
- 1d4, 4: Attack two different targets
Φ1
Officer's Shout◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- One target may immediately Attack, even if they've already acted this Turn
Φ2
Hymnal of Life◄ SPELL ►
Ranged Song Spell
- Magic Spell, Healing, Instant
- Restore ¢1d6; if the roll = 5 or 6, restore +¢2
Φ2
Serenade of the Grave◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Target Summon or Conjure is discarded
Φ2
Twist of Harmony◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Steal one Summon in play, and place it into your hand; if you have enough Φ to cast the spell, you may do so
Φ2
Minuet of Terror◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Target Summon or Conjure is returned to the summoner's hand; they must discard one item card, if possible
Φ2
Forgetful Interlude◄ SPELL ►
Ranged Song Spell
- Psychic Spell, Instant
- Target player must discard 1d4 cards from their hand.
Φ3
Song of Action◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Target Character or Summon may perform a second action
Φ3
Ballad of the Wilds◄ SPELL ►
Ranged Song Spell
- Magic Spell, Healing, Persistent
- Target recovers ¢1d6 for 1d4 turns
Φ3
Dire Refrain◄ SPELL ►
Ranged Song Spell
- Magic Spell, Persistent
- Target looses 1d6 to Attack for 1d4 turns
Φ3
Chant of the Inner Sanctum◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Restore ¢1d8; if the roll = 7 or 8, restore +¢3
Φ3
Maddening Melody◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Use one other player's target Character to take an Action against another target, or player; they cannot cast spells but can use Abilities
Φ3
The Once Forgotten VerseRanged Song Spell
- Magic Spell, Persistent
- Target gains +1 Attack and +1 Defense
Φ3
Jaunty Tune◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- 1d4 targets may immediately Attack, even if they've already acted this Turn
Φ3
Lingering Elegy◄ SPELL ►
Ranged Song Spell
- Magic Spell, Persistent
- Select one target to protect another; the next Attack or Spell targeting the protected target must attack the protecting target instead
Φ3
Fantasia of Choice◄ SPELL ►
Ranged Song Spell
- Psychic Spell, Instant
- Steal one Character that is in play from another player and place them into your hand
Φ3
Verse of Renewal◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Remove one Summon from your trash and place it into your hand
Φ3
Ode to a Fat Lute◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Draw 3 cards; keep one and discard the rest
Φ4
Stunning Chant◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Deal 1d10 Damage; if the roll = 8+, the target character looses one turn
Φ4
Silent Serenade◄ SPELL ►
Ranged Song Spell
- Magic Spell, Persistent
- One target may not cast spells for 1d6 turns
Φ4
Confounding Doublespeak◄ SPELL ►
Ranged Song Spell
- Magic Spell, Persistent
- Casting Character cannot be targeted by foes for 1 turn; they are still vulnerable to attacks that effect all party members
Φ4
Serenade of the World Tree◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- All Summons in play loose 1 turn
Φ4
Shocking Prelude◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- The next Character card you play costs -¢1d4
Φ5
Melody of Hope◄ SPELL ►
Ranged Song Spell
- Magic Spell, Persistent
- One target gains +2d4 Defense for 1d4 turns
Φ5
Refrain of Forlorn Sacrifice◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Discard one Character you have in play, then play a new Character without paying any ¢ cost
Φ5
Revivifying Operetta◄ SPELL ►
Ranged Song Spell
- Magic Spell, Healing, Instant
- Restore ¢1d12; if the roll = 8+, restore +¢5
Φ5
Heroic Requiem◄ SPELL ►
Ranged Song Spell
- Magic Spell, Healing, Instant
- Remove one Character from your trash and place it into your hand
Φ5
Tale of Renewal◄ SPELL ►
Ranged Song Spell
- Magic Spell, Instant
- Remove 1d4 Summons from your trash and place them into your hand
Φ5
March of the Last Battle◄ SPELL ►
Ranged Song Spell
- Magic Spell, Persistent
- One target gains +2d4 Defense for 1d4 turns
Φ5
Fantasia Finale◄ SPELL ►
Ranged Song Spell
- Magic Spell, Death, Instant
- Select one Character; the target and all their held items are discarded
Stealth
Φ2
Sideswipe◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next Melee Weapon Attack, gain an additional Melee Attack Die equal to your weapon's Attack Die. Stealth is lost immediately after using this Ability
Φ1
Hamstring◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- If your Melee Attack deals Damage, your target looses one Turn. Stealth is lost immediately after using this Ability
Φ3
Feint◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next Melee Weapon Attack, your Melee Attack cannot be Interrupted or Countered. Stealth is lost immediately after using this Ability
Φ4
Weaving Feint◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next Melee Weapon Attack, increase your Melee Attack by +1d6; your Melee Attack cannot be Interrupted or Countered. Stealth is lost immediately after using this Ability
Φ5
Masterful Feint◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next Melee Weapon Attack, increase your Melee Attack by +1d8; your Melee Attack cannot be Interrupted or Countered. Stealth is lost immediately after using this Ability
Φ1
Twisting Strike◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, increase Physical Damage by +1d4. Stealth is lost immediately after using this Ability
Φ2
Feather Slash◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, increase Physical Damage by +1d4; deal 1 Physical Damage per turn to that target. This effect ends if the target is healed. Stealth is lost immediately after using this Ability
Φ3
Bleeding Cut◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, increase Physical Damage by +1d4; deal 2 Physical Damage per turn to that target. This effect ends if the target is healed. Stealth is lost immediately after using this Ability
Φ4
Artery Strike◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, increase Physical Damage by +1d6; deal 2 Physical Damage per turn to that target. This effect ends if the target is healed. Stealth is lost immediately after using this Ability
Φ5
Bleeding Gash◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, increase Physical Damage by +1d8; deal 2 Physical Damage per turn to that target. This effect ends if the target is healed. Stealth is lost immediately after using this Ability.
Φ3
Quick Strike◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- Make one additional Melee Attack immediately. Stealth is lost immediately after using this Ability.
Φ6
Dual Quick Strike◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- Make two additional Melee Attacks immediately. Stealth is lost immediately after using this Ability.
Φ2
Sneak Attack◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next Melee Weapon Attack, your target may not gain the benefits of held Items. Stealth is lost immediately after using this Ability.
ΦN
Shadow Attack◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, deal +N Physical Damage, where N is the amount of Φ spent. Stealth is lost immediately after using this Ability.
Φ2xN
Critical Strike◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, deal +Nd4 Physical Damage, where N is the amount of additional Φ spent, to a maximum of 4. Stealth is lost immediately after using this Ability.
Φ9
Elusive Stab◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, deal +3d6 Physical Damage. Stealth is lost immediately after using this Ability.
Φ6
Back Stab◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, deal +2d6 Physical Damage. Stealth is lost immediately after using this Ability.
Φ12
Sweet Spot◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- During your next successful Melee Weapon Attack, deal +4d6 Physical Damage. Stealth is lost immediately after using this Ability.
Φ2
Dirty Fighting◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- Increase all Physical Melee Damage by +1d4.
Φ4
Gutter Fighter◄ ABILITY ►
Melee Physical Ability
- Physical Ability, Stealth, Instant
- Increase all Physical Melee Damage by +1d6.
Φ1
Shuriken Throw◄ ABILITY ►
Ranged Physical Ability
- Physical Ability, Stealth, Instant
- Make a 1d4+1 Ranged Thrown Weapon Attack against a single target.
Φ2
Dagger Throw◄ ABILITY ►
Ranged Physical Ability
- Physical Ability, Stealth, Instant
- Make a 1d6+1 Ranged Thrown Weapon Attack against a single target.
Φ4
Hatchet Hurl◄ ABILITY ►
Ranged Stealth Ability
- Physical Ability, Stealth, Instant
- Make a 1d8+2 Ranged Thrown Weapon Attack against a single target.
Φ5
Dart Toss◄ ABILITY ►
Ranged Stealth Ability
- Physical Ability, Stealth, Instant
- Make a 1d10+2 Ranged Thrown Weapon Attack against a single target.
Φ6
Throwing Knives◄ ABILITY ►
Ranged Stealth Ability
- Physical Ability, Stealth, Instant
- Make a 2d6+2 Ranged Thrown Weapon Attack against a single target.
Φ3
Twin Shuriken◄ ABILITY ►
Ranged Stealth Ability
- Physical Ability, Stealth, Instant
- Make a 1d4+1 Ranged Thrown Weapon Attack against two different targets.
Φ5
Triple Star◄ ABILITY ►
Ranged Stealth Ability
- Physical Ability, Stealth, Instant
- Make a 1d4+1 Ranged Thrown Weapon Attack against three different targets.
Φ9
Tri-Blade◄ ABILITY ►
Ranged Stealth Ability
- Physical Ability, Stealth, Instant
- Make a 3d6+3 Ranged Thrown Weapon Attack against a single target.
Φ1
Spider Venom◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Limited
- Your next successful Melee Weapon Attack gains +1d4 Poison damage; your target also suffers 1 Poison Damage per Turn for 1d4 Turns.
Φ2
Viper Venom◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Limited
- Your next successful Melee Weapon Attack gains +1d6 Poison damage; your target also suffers 1 Poison Damage per Turn for 1d6 Turns.
Φ3
Wyvern Venom◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Limited
- Your next successful Melee Weapon Attack gains +1d8 Poison damage; your target also suffers 1 Poison Damage per Turn.
Φ4
Demon Venom◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Persistent
- Your next successful Melee Weapon Attack gains +1d10 Poison damage; your target also suffers 2 Poison Damage per Turn for 1d6 Turns.
Φ5
Blended Venom◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Limited
- Your next successful Melee Weapon Attack gains +1d12 Poison damage; your target also suffers 2 Poison Damage per Turn.
Φ4
Manawarp Extract◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Magic, Limited
- The next time your Melee Weapon Attack deals Damage, your target becomes unable to cast Magic Spells for 2d4 Turns.
Φ4
Nightmare's Milk◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Spirit, Limited
- The next time your Melee Weapon Attack deals Damage, your target becomes unable to cast Spirit Spells for 2d4 Turns.
Φ4
Astral Mire◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Psychic, Limited
- The next time your Melee Weapon Attack deals Damage, your target becomes unable to cast Psychic Spells for 2d4 Turns.
Φ4
Divine Tears◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Corruption, Limited
- The next time your Melee Weapon Attack deals Damage, your target becomes unable to cast any Spells for 1d6+2 Turns
Φ4
Medusa's Venom◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Earth, Persistent
- The next time your Melee Weapon Attack deals Damage, your target becomes petrified, and is unable to take any Actions until this effect is ended.
Φ2
Stunweed Nectar◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Lingering
- The next time your Melee Weapon Attack deals Damage, your target looses 1d6+1 Turns.
Φ6
Pain Fruit Juice◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Poison, Lingering
- The next time your Melee Weapon Attack deals Damage, your target suffers 1d6 Poison Damage and looses 1d6 Turns
Φ3
Weakening Poison◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Poison, Lingering
- The next time your Melee Weapon Attack deals Damage, your target's Attack Rolls are all reduced by -2 for 1d6 Turns.
Φ3
Softening Poison◄ ABILITY ►
Self Only Stealth Ability
- Stealth Ability, Poison, Lingering
- The next time your Melee Weapon Attack deals Damage, your target's Defense Rolls are all reduced by -2 for 1d6 Turns.
Φ3
Sapping Poison◄ ABILITY ►
Self Only Stealth Ability
- Stealth Ability, Poison, Lingering
- The next time your Melee Weapon Attack deals Damage, your target's Bonus Damage Rolls are all reduced by -2 for 1d6 Turns.
Φ6
Exhausting Poison◄ ABILITY ►
Self Only Stealth Ability
- Stealth Ability, Poison, Persistent
- The next time your Melee Weapon Attack deals Damage, your target becomes unable to make more than one Action per Turn, even if they have access to Abilities of any kinds that allow extra Actions to be taken on their Turn. They cannot use Interrupts or Counters.
Φ3
Quick Dodge◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- (Interrupt): Negate one Attack as it played against you.
Φ8
Evasive Combat◄ ABILITY ►
Self Only Stealth Ability
- Magic Ability, Stealth, Limited
- (Interrupt): Negate one Attack as it played against you; all other Attacks made against you until the end of your next turn suffer a -5 penalty.
Φ2
Arcane Evasion◄ ABILITY ►
Self Only Stealth Ability
- Magic Ability, Stealth, Instant
- (Interrupt): Negate one Magic Attack, or any one Magic Spell, as it played against you.
Φ4
Magic Evasion◄ ABILITY ►
Self Only Stealth Ability
- Magic Ability, Stealth, Instant
- (Interrupt): Negate one Magic Attack, or any type of Spell, as it played against you.
Φ2
Mental Ward◄ ABILITY ►
Self Only Stealth Ability
- Psychic Ability, Stealth, Instant
- (Interrupt): Negate one Psychic Attack, or any one Psychic Spell, as it played against you.
Φ4
Mental Block◄ ABILITY ►
Self Only Stealth Ability
- Psychic Ability, Stealth, Instant
- (Interrupt): Negate one Psychic Attack, or any type of Spell, as it played against you.
Φ2
Spiritual Resonance◄ ABILITY ►
Self Only Stealth Ability
- Spirit Ability, Stealth, Instant
- (Interrupt): Negate one Spirit Attack, or any one Spirit Spell, as it played against you.
Φ4
Spiritual Diversion◄ ABILITY ►
Self Only Stealth Ability
- Spirit Ability, Stealth, Instant
- (Interrupt): Negate one Spirit Attack, or any type of Spell, as it played against you.
Φ1
Survey◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Look at the Cards in a single Player's hand.
Φ2
Investigate◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Look at the top 3 Cards of any Deck in play.
Φ2
Sabotage◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Look at the Cards in a single Player's hand; the Player must discard one of your choosing.
Φ3
Rig the Deck◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Look at the top 3 Cards of any Deck in play; replace them in any order you choose.
Φ3
Chaos in Camp◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Shuffle any Deck you choose.
Φ4
Spy Hard◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Look at the top 5 Cards in a Player's Deck; place any number of them on the bottom of the deck, and the rest on top, in any order you wish.
Φ4
Rummage◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Look at the top 3 Cards of any Deck in play; keep one, return the rest to the top of their Deck in any order you wish.
Φ5
Ransack◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Look at the top 5 Cards of any Deck in play; keep one, Discard one, shuffle the rest into their Deck.
Φ2
Act Impetuously◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Play this card along with any other card that costs 2Φ or less, then roll 1d10; if the roll is a 5+, then you may use that card for free.
Φ3
Act Brashly◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Play this card along with any other card that costs 3Φ, then roll 1d10; if the roll is a 5+, then you may use that card for free.
Φ4
Act Cool◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Play this card along with any other card that costs 4Φ, then roll 1d10; if the roll is a 6+, then you may use that card for free.
Φ5
Act Casual◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Play this card along with any other card that costs Φ5 or less, then roll 1d10; if the roll is a 6+, then you may use that card for free.
Φ6
Act Normally◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Play this card along with any other card that costs Φ6+, then roll 1d10; if the roll is a 7+, then you may use that card for free.
4
Back Alley Mugging◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Make a single 1d8 Melee Weapon Attack against one target; if you win or tie, you may steal one card from their Player's hand.
Φ3
Simple Robbery◄ ABILITY ►
Ranged Stealth Ability
- Physical Ability, Stealth, Instant
- Make a single 1d6 Ranged Weapon Attack against one target; regardless of the result, you may steal one card from their Player's hand.
Φ2
Bank Heist◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Draw one card from any Deck.
Φ3
Blackmail◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Select one Player; he must give you one Item Card held either in his hand or by one of his Characters. You may choose the item.
Φ2
Numbers Game◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Draw 2 cards from your own Deck.
Φ3
Counterfeiting◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Draw one card from another Player's deck; you may either keep it, or discard it and draw one card from your own deck instead.
ΦN
Racketeering◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Draw N cards from your own deck, where N is the number of active Players. Each other Player must Discard one card.
Φ3
Cover Up◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Select one Player; the targeted Player must discard 1d4 Cards from their hand. You may choose to keep one of the Discarded cards for yourself.
ΦN
Insurance Con◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Discard N cards. Draw a number of cards from your own deck equal to N+1.
Φ5
Copycat◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Stealth, Instant
- Select one Ability card from another Player's discard, and play it immediately, even if it not an Ability you can normally use; then Discard it.
Φ7
Expert Copycat◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Stealth, Instant
- (Counter): Play after any friendly Character has been subjected to a hostile Action card; you may use the hostile Character's Ability card as immediately, even if it not an Ability you can normally use. You may not take/keep their card.
Φ3
Tavern Dice◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Stealth, Instant
- Roll 3d6. If the roll is 11+, draw 1 Item card; if the roll is 10 or less, discard one Item card. You must have an Item card in your hand or in play before playing this card.
Φ5
Loaded Dice◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Stealth, Instant
- Roll 3d6. If the roll is 9+, draw 1 Item card; if the roll is 8 or less, discard one Item card. You must have an Item card in your hand or in play before playing this card.
Φ7
Enchanted Dice◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Select another Player and each of you roll 3d6; add 3 to your own total. The Player with the highest total must give an Item card to the looser. You each must have an Item card in your hand or in play before playing this card.
Φ9
Dice with Darkness◄ ABILITY ►
Melee Stealth Ability
- Physical Ability, Stealth, Instant
- Select another Player and each of you roll 3d6; add 3 to your own total. The Player with the highest total heals 2d6¢, while the looser is dealt 2d6 Spirit Damage. This Ability cannot be Interrupted.
Φ1
Conjure Spring-Snap◄ ABILITY, 2⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Persistent
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; make one 1d4 Melee Attack against them. If the Attack deals Damage, the target looses 1 Turn.
- After Activating, destroy this card.
Φ4
Bear Trap◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn.
- Activate (Interrupt): Activate any time against one target; make one 1d8 Melee Attack against them. If the Attack deals Damage, the target looses 2 Turns.
- After Activating, destroy this card.
8
Dragon Trap◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; make one 2d6 Melee Attack against them. If the Attack deals Damage, the target looses 3 Turns.
- After Activating, destroy this card.
Φ1
Trip Wire◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; the target looses 1d4 Turns.
- After Activating, destroy this card.
Φ3
Flash-Bang Mine◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against up to 3 targets; the target looses 1d4 Turns.
- After Activating, destroy this card.
Φ6
Explosive Mine◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn this card may be Activated.
- Activate (Interrupt): Activate any time against up to 3 targets; they each suffer 1d4+1 Explosion Damage, and each looses 1d4 Turns.
- After Activating, destroy this card.
Φ9
Hidden Deadfall◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn this card may be Activated.
- Activate (Interrupt): Activate any time against up to 3 targets; they each suffer 1d6+1 Explosion Damage, and each looses 1d4+1 Turns.
- After Activating, destroy this card.
Φ1
Hidden Ditch◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn this card may be Activated.
- Activate (Interrupt): Activate any time you are targeted by any hostile Melee Attack, Melee Spell, or Melee Ability; the hostile target takes 1 Physical Damage and looses one Turn.
Φ2
Spiked Pit◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time you are targeted by any hostile Melee Attack, Melee Spell, or Melee Ability; the hostile target takes 3 Physical Damage and looses one Turn.
Φ4
Hidden Tangle◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time you are targeted by any hostile Melee Attack, Melee Spell, or Melee Ability; the hostile target takes 7 Physical Damage and looses one Turn.
Φ2
Leg Noose◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; they become Entangled, and may take no Actions other than attacking this trap. If this trap is reduced to 0⚙ while holding a target, the target suffers 1d6 Physical Damage.
- After Activating, destroy this card.
Φ5
Netfall Trap◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against up to three targets; they become Entangled, and may take no Actions other than attacking this trap. If this trap is reduced to 0⚙ while holding targets, the targets each suffer 1d6 Physical Damage.
- After a target escapes, destroy this card.
Φ1
Dart Whip Trap◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; make one 1d4 Ranged Attack against them.
- After Activating, you may spend 1Φ to re-enable this trap as a normal Action.
Φ3
Crossbow Trap◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; make one 1d8 Ranged Attack against them.
- After Activating, you may spend 2Φ to re-enable this trap as a normal Action.
Φ5
Dart Rain◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; deal 1d4 Ranged Damage to 1d6 targets.
- After Activating, you may spend 3Φ to re-enable this trap as a normal Action.
Φ10
Minefield◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
Enters Play with 5Φ
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- 1Φ, Activate (Interrupt): Activate any time against up to 3 targets; they each suffer 1d4+1 Explosion Damage, and each looses 1d4 Turns.
- After Activating, destroy this card.
Φ8
Gauntlet◄ ABILITY, ⚙ ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- Loose one Turn; at the end of your next Turn place this card may be Activated.
- Activate (Interrupt): Activate any time against one target; you may Activate as many active Trap cards as you wish.
Φ4
Guild Contractor◄ ABILITY ►
Self Only Stealth Ability
- Physical Ability, Stealth, Instant
- Play this immediately while placing any Trap into play; you do not loose any Turns from placing the Trap into play, and it may be activated immediately.
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
ΦNN
ABILITYNAME◄ ABILITY ►
RANGETYPE Stealth Ability
- Physical Ability, Stealth, Instant
- RULESGOHERE
Summoning
Summon Magic Arrow
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Magic Sword
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Magic Shield
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Energy Bolt
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Familiar
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Random Elemental Wisp
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Flames
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Ice
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Earth
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Wood
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Magic Armor
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Wind Barrier
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Energy Shield
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Anvil
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Animal
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Swarm
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Random Elemental
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Stone
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Storms
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Bones
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Vines
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Whirlwind
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Ice Patch
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Phantom Blade
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Thunderhead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Fire Sphere
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Oil Slick
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Flood
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Crevice
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Protective Vortex
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Beast
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Random Undead
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Random Elemental Titan
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Inferno
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Djinn
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Magma Pool
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Monster
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Thorns
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Death
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Blades
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Conjure Wall of Iron
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Random Elemental Force
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Fearsome Monster
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Void Sphere
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Summon Demon
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Wild
Scroll of Minor Pain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Minor Restoration
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Elemental Surge
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Decay
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Melt
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Minor Confusion
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Lesser Pain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Lesser Restoration
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Elemental Complex
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Roulette Curse
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Animal
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Pain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Restoration
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Overwhemling Shock
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Major Confusion
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Chaos Spell
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Beast
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Major Pain
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Major Restoration
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Random Strike
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Agony
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Ultimate Restoration
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Indirect Strike
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Summon Monster
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Scroll of Mind Scramble
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Physical Abilities
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
ABILITY NAME
◄ ABILITY ►
◄ ABILITY ►
TYPEOFABILITY Ability
- Physical, 1-Use, Requires XXXX
- ABILITYRULESGOHERE
Shield Bash
◄ ABILITY ►
◄ ABILITY ►
Melee Ability
- Physical, 1-Use, Requires Shield
- +2d6 Physical Attack
Scroll of SPELLNAME
◄ SPELL ►
◄ SPELL ►
Ranged CLASS Spell
- Magic Spell, 1-Use, TAGS
- RULESGOHERE
Gemstones
Tiny Amber
◄ GEMSTONE ►
◄ GEMSTONE ►
Sound, Purity, Psionic
- Gemstone, Sonic, 1-Use
- +1d4 to any dice roll
- Adds Sonic Element
Small Amber
◄ GEMSTONE ►
◄ GEMSTONE ►
Sound, Purity, Psionic
- Gemstone, Sonic, 1-Use
- +1d6 to any dice roll
- Adds Sonic Element
Common Amber
◄ GEMSTONE ►
◄ GEMSTONE ►
Sound, Purity, Psionic
- Gemstone, Sonic, 1-Use
- +1d8 to any dice roll
- Adds Sonic Element
Large Amber
◄ GEMSTONE ►
◄ GEMSTONE ►
Sound, Purity, Psionic
- Gemstone, Sonic, 1-Use
- +1d10 to any dice roll
- Adds Sonic Element
Huge Amber
◄ GEMSTONE ►
◄ GEMSTONE ►
Sound, Purity, Psionic
- Gemstone, Sonic, 1-Use
- +1d12 to any dice roll
- Adds Sonic Element
Tiny Moonstone
◄ GEMSTONE ►
◄ GEMSTONE ►
Air, Electricity, Spirit
- Gemstone, Sky, 1-Use
- +1d4 to any dice roll
- Adds Sky Element
Small Moonstone
◄ GEMSTONE ►
◄ GEMSTONE ►
Air, Electricity, Spirit
- Gemstone, Sky, 1-Use
- +1d6 to any dice roll
- Adds Sky Element
Common Moonstone
◄ GEMSTONE ►
◄ GEMSTONE ►
Air, Electricity, Spirit
- Gemstone, Sky, 1-Use
- +1d8 to any dice roll
- Adds Sky Element
Large Moonstone
◄ GEMSTONE ►
◄ GEMSTONE ►
Air, Electricity, Spirit
- Gemstone, Sky, 1-Use
- +1d10 to any dice roll
- Adds Sky Element
Huge Moonstone
◄ GEMSTONE ►
◄ GEMSTONE ►
Air, Electricity, Spirit
- Gemstone, Sky, 1-Use
- +1d12 to any dice roll
- Adds Sky Element
Tiny Iolite
◄ GEMSTONE ►
◄ GEMSTONE ►
Magic, Forces, Change
- Gemstone, Arcane, 1-Use
- +1d4 to any dice roll
- Adds Arcane Element
Small Iolite
◄ GEMSTONE ►
◄ GEMSTONE ►
Magic, Forces, Change
- Gemstone, Arcane, 1-Use
- +1d6 to any dice roll
- Adds Arcane Element
Common Iolite
◄ GEMSTONE ►
◄ GEMSTONE ►
Magic, Forces, Change
- Gemstone, Arcane, 1-Use
- +1d8 to any dice roll
- Adds Arcane Element
Large Iolite
◄ GEMSTONE ►
◄ GEMSTONE ►
Magic, Forces, Change
- Gemstone, Arcane, 1-Use
- +1d10 to any dice roll
- Adds Arcane Element
Huge Iolite
◄ GEMSTONE ►
◄ GEMSTONE ►
Magic, Forces, Change
- Gemstone, Arcane, 1-Use
- +1d12 to any dice roll
- Adds Arcane Element
Tiny Carnelian
◄ GEMSTONE ►
◄ GEMSTONE ►
Fire, Destruction, Light
- Gemstone, Inferno, 1-Use
- +1d4 to any dice roll
- Adds Inferno Element
Small Carnelian
◄ GEMSTONE ►
◄ GEMSTONE ►
Fire, Destruction, Light
- Gemstone, Inferno, 1-Use
- +1d6 to any dice roll
- Adds Inferno Element
Common Carnelian
◄ GEMSTONE ►
◄ GEMSTONE ►
Fire, Destruction, Light
- Gemstone, Inferno, 1-Use
- +1d8 to any dice roll
- Adds Inferno Element
Large Carnelian
◄ GEMSTONE ►
◄ GEMSTONE ►
Fire, Destruction, Light
- Gemstone, Inferno, 1-Use
- +1d10 to any dice roll
- Adds Inferno Element
Huge Carnelian
◄ GEMSTONE ►
◄ GEMSTONE ►
Fire, Destruction, Light
- Gemstone, Inferno, 1-Use
- +1d12 to any dice roll
- Adds Inferno Element
Tiny Jadeite
◄ GEMSTONE ►
◄ GEMSTONE ►
Life, Restoration, Earth
- Gemstone, Wilderness, 1-Use
- +1d4 to any dice roll
- Adds Wilderness Element
Small Jadeite
◄ GEMSTONE ►
◄ GEMSTONE ►
Life, Restoration, Earth
- Gemstone, Wilderness, 1-Use
- +1d6 to any dice roll
- Adds Wilderness Element
Common Jadeite
◄ GEMSTONE ►
◄ GEMSTONE ►
Life, Restoration, Earth
- Gemstone, Wilderness, 1-Use
- +1d8 to any dice roll
- Adds Wilderness Element
Large Jadeite
◄ GEMSTONE ►
◄ GEMSTONE ►
Life, Restoration, Earth
- Gemstone, Wilderness, 1-Use
- +1d10 to any dice roll
- Adds Wilderness Element
Huge Jadeite
◄ GEMSTONE ►
◄ GEMSTONE ►
Life, Restoration, Earth
- Gemstone, Wilderness, 1-Use
- +1d12 to any dice roll
- Adds Wilderness Element
Tiny Sardonyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Acid, Decay, Entropy
- Gemstone, Corruption, 1-Use
- +1d4 to any dice roll
- Adds Corruption Element
Small Sardonyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Acid, Decay, Entropy
- Gemstone, Corruption, 1-Use
- +1d6 to any dice roll
- Adds Corruption Element
Common Sardonyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Acid, Decay, Entropy
- Gemstone, Corruption, 1-Use
- +1d8 to any dice roll
- Adds Corruption Element
Large Sardonyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Acid, Decay, Entropy
- Gemstone, Corruption, 1-Use
- +1d10 to any dice roll
- Adds Corruption Element
Huge Sardonyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Acid, Decay, Entropy
- Gemstone, Corruption, 1-Use
- +1d12 to any dice roll
- Adds Corruption Element
Tiny Onyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Darkness, Death, Undeath
- Gemstone, Nocturne, 1-Use
- +1d4 to any dice roll
- Adds Nocturne Element
Small Onyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Darkness, Death, Undeath
- Gemstone, Nocturne, 1-Use
- +1d6 to any dice roll
- Adds Nocturne Element
Common Onyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Darkness, Death, Undeath
- Gemstone, Nocturne, 1-Use
- +1d8 to any dice roll
- Adds Nocturne Element
Large Onyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Darkness, Death, Undeath
- Gemstone, Nocturne, 1-Use
- +1d10 to any dice roll
- Adds Nocturne Element
Huge Onyx
◄ GEMSTONE ►
◄ GEMSTONE ►
Darkness, Death, Undeath
- Gemstone, Nocturne, 1-Use
- +1d12 to any dice roll
- Adds Nocturne Element
Tiny Kyanite
◄ GEMSTONE ►
◄ GEMSTONE ►
Cold, Water, Time
- Gemstone, Mist, 1-Use
- +1d4 to any dice roll
- Adds Mist Element
Small Kyanite
◄ GEMSTONE ►
◄ GEMSTONE ►
Cold, Water, Time
- Gemstone, Mist, 1-Use
- +1d6 to any dice roll
- Adds Mist Element
Common Kyanite
◄ GEMSTONE ►
◄ GEMSTONE ►
Cold, Water, Time
- Gemstone, Mist, 1-Use
- +1d8 to any dice roll
- Adds Mist Element
Large Kyanite
◄ GEMSTONE ►
◄ GEMSTONE ►
Cold, Water, Time
- Gemstone, Mist, 1-Use
- +1d10 to any dice roll
- Adds Mist Element
Huge Kyanite
◄ GEMSTONE ►
◄ GEMSTONE ►
Cold, Water, Time
- Gemstone, Mist, 1-Use
- +1d12 to any dice roll
- Adds Mist Element
Tiny Hematite
◄ GEMSTONE ►
◄ GEMSTONE ►
Physical
- Gemstone, Physical, 1-Use
- +1d4 to any dice roll
Small Hematite
◄ GEMSTONE ►
◄ GEMSTONE ►
Physical
- Gemstone, Physical, 1-Use
- +1d6 to any dice roll
Common Hematite
◄ GEMSTONE ►
◄ GEMSTONE ►
Physical
- Gemstone, Physical, 1-Use
- +1d8 to any dice roll
Large Hematite
◄ GEMSTONE ►
◄ GEMSTONE ►
Physical
- Gemstone, Physical, 1-Use
- +1d10 to any dice roll
Huge Hematite
◄ GEMSTONE ►
◄ GEMSTONE ►
Physical
- Gemstone, Physical, 1-Use
- +1d12 to any dice roll
GEMNAME
◄ GEMSTONE ►
◄ GEMSTONE ►
TYPE Element
- Gemstone, Element, 1-Use
- +1d# to any dice roll
- Adds TYPE Element
Consumables
Templates
Red Cards
Disruption
Leadership
Engage!
Evade