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Pathfinder Adventure Card Game: Class Deck – Sorcerer thumbnail

Pathfinder Adventure Card Game: Class Deck – Sorcerer

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

Pathfinder Adventure Card Game: Class Deck – Sorcerer Rulebook

Table of Contents

Table of Contents

  • Spells
    • Arcane Armor
    • Black Spot
    • Confusion
    • Force Missile
    • Frostbite
    • Lightning Touch
    • Mirror Image
    • Frost Ray
    • Good Omen
    • Illuminate
    • Safe Harbor
    • Unearthly Aim
    • Web
    • Dimension Leap
    • Scrying
    • Swipe
    • Poison Blast
    • Teleport
    • Wall of Fire
    • Blizzard
    • Life Leech
    • Dominate
    • Sign of Wrath
  • Weapons
    • Main-Gauche +1
    • Seeking Harpoon +1
    • Giantbane Dagger +1
    • Force Sling +3
    • Allying Dart +1
    • Dagger
    • Sling
    • Frost Sling +1
  • Armor
    • Cloth Armor
    • Leather Armor
    • Elven Chain Shirt
    • Blackcloth Armor
    • Magic Leather Armor
    • Robe of Energy Resistance
    • Robe of Vision
  • Items
    • Blast Stone
    • Bracers of Protection
    • Caltrops
    • Cape of Escape
    • Codex
    • Token of Remembrance
    • Crown of Charisma
    • Wand of Shield
    • Boots of Elvenkind
    • Ivory Dice
    • Headband of Alluring Charisma
    • Mist Horn
    • Rabbit's Foot
  • Allies
    • Crow
    • Guide
    • Jinx Eater
    • Sage
    • Surgeon
    • Turtle
    • Incanter
    • Menagerie Keeper
    • Toad
    • Cat
    • Reveler
    • Bear
    • Yap the Pixie
  • Blessings
    • Blessing of Iomedae
    • Blessing of Pharasma (Badge B)
    • Blessing of the Gods
    • Blessing of Erastil
    • Blessing of Pharasma (Badge 1)
    • Blessing of Pharasma (Badge 2)
    • Blessing of Gozreh
    • Blessing of Sivanah (Badge 3)
    • Blessing of Lamashtu
    • Blessing of Sivanah (Badge 4)
    • Blessing of Achaekek
    • Blessing of Sivanah (Badge 5)

Spells

Arcane Armor

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

Powers: Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Black Spot

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

Powers: Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Confusion

Spell · Badge B · Traits: Magic, Arcane, Divine, Mental, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.

After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Force Missile

Spell · Badge B · Traits: Magic, Arcane, Attack, Force, Basic · Check to Acquire: Intelligence, Arcane 4

Powers: For your combat check, discard this card to use your Arcane skill + 2d4.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Frostbite

Spell · Badge B · Traits: Magic, Arcane, Divine, Attack, Cold, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 5

Powers: For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Lightning Touch

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

Powers: For your combat check, discard this card to use your Arcane skill + 2d4.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Mirror Image

Spell · Badge B · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 6

Powers: Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

Frost Ray

Spell · Badge 1 · Traits: Magic, Arcane, Attack, Cold · Check to Acquire: Intelligence, Arcane 6

Powers: For your combat check, discard this card to use your Arcane skill + 2d6.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 8 check to recharge this card instead of discarding it.

Good Omen

Spell · Badge 1 · Traits: Magic, Arcane, Divine, Mental · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: Discard this card to add 1 plus the adventure deck number of the current scenario, if any, to any check to acquire or any check to close a location.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Illuminate

Spell · Badge 1 · Traits: Magic, Arcane, Divine, Attack, Elite · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: Discard this card to add 1d8 to any Ranged combat check.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Safe Harbor

Spell · Badge 2 · Traits: Magic, Arcane, Healing · Check to Acquire: Intelligence, Arcane 8

Powers: Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Unearthly Aim

Spell · Badge 2 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 8

Powers: Banish this card to add 10 plus the adventure deck number of the current scenario, if any, to your combat check that has the Strength, Melee, or Ranged trait.

Web

Spell · Badge 2 · Traits: Magic, Arcane, Attack, Elite · Check to Acquire: Intelligence, Arcane 6

Powers: Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; then put it on the top or bottom of the location deck.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 8 check to recharge this card instead of discarding it.

Dimension Leap

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

Powers: When another character encounters a card, you may discard this card to move yourself to or from that character's location.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Scrying

Spell · Badge 3 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane 10 or Wisdom, Divine 12

Powers: Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Swipe

Spell · Badge 3 · Traits: Magic, Arcane, Divine, Attack · Check to Acquire: Intelligence, Arcane 8 or Wisdom, Divine 6

Powers: Discard this card to decrease the difficulty of any combat check by 3. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check.

Discard this card to succeed at your check to acquire a weapon, an armor, or an item.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Poison Blast

Spell · Badge 4 · Traits: Magic, Arcane, Attack, Poison · Check to Acquire: Intelligence, Arcane 12

Powers: For your combat check, discard this card to use your Arcane skill + 2d12.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

Teleport

Spell · Badge 4 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 12

Powers: At the end of any player's turn, discard this card to move any number of characters at your location to a location of your choice. Ignore any movement restrictions.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

Wall of Fire

Spell · Badge 4 · Traits: Magic, Arcane, Divine, Attack, Fire · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 11

Powers: Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the Undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Blizzard

Spell · Badge 5 · Traits: Magic, Arcane, Attack, Cold · Check to Acquire: Intelligence, Arcane 12

Powers: Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 and the Cold trait to her combat check. At the end of this turn, each other character takes 1 Cold damage, and if you do not have the Arcane skill, you must banish this card; otherwise, attempt an Arcane 14 check. If you succeed, recharge this card; if you fail, discard it.

Life Leech

Spell · Badge 5 · Traits: Magic, Arcane, Attack, Healing · Check to Acquire: Intelligence, Arcane 12

Powers: For your combat check, discard this card to use your Arcane skill + 2d4. Shuffle 1d4+1 random cards from your discard pile into your deck.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 15 check to recharge this card instead of discarding it.

Dominate

Spell · Badge 6 · Traits: Magic, Arcane, Divine, Attack, Mental · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 12

Powers: Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Sign of Wrath

Spell · Badge 6 · Traits: Magic, Arcane, Divine, Attack, Force · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 14

Powers: For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you attempted this check to defeat a monster and failed, you may evade that monster.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Weapons

Main-Gauche +1

Weapon · Badge 2 · Traits: Knife, Melee, Piercing, Finesse, Offhand, Swashbuckling, Magic · Check to Acquire: Strength, Melee 8

Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.

For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.

Recharge this card to reduce Combat damage dealt to you by 2.

Seeking Harpoon +1

Weapon · Badge 3 · Traits: Spear, Ranged, Piercing, 2-Handed, Swashbuckling, Magic, Elite · Check to Acquire: Dexterity, Ranged 11

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.

If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.

Giantbane Dagger +1

Weapon · Badge 4 · Traits: Knife, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 8

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4, or another 3d4 if the bane has the Giant trait.

When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Force Sling +3

Weapon · Badge 6 · Traits: Sling, Ranged, Bludgeoning, Magic · Check to Acquire: Dexterity, Ranged 10

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.

Allying Dart +1

Weapon · Badge B · Traits: Dart, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 8

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4.

You may recharge this card to add 1d4+1 to a combat check by another character at your location.

Dagger

Weapon · Badge B · Traits: Knife, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 3

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.

When playing another weapon, you may discard this card to add 1d4 to the combat check.

Sling

Weapon · Badge B · Traits: Sling, Ranged, Bludgeoning, Basic · Check to Acquire: Dexterity, Ranged 5

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may instead discard this card to add another 1d4.

Frost Sling +1

Weapon · Badge 1 · Traits: Sling, Ranged, Bludgeoning, Magic · Check to Acquire: Dexterity, Ranged 6

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

Armor

Cloth Armor

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

Powers: When you acquire this card, you may draw a card.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Leather Armor

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

Powers: Recharge this card to reduce Combat damage dealt to you by 1.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Elven Chain Shirt

Armor · Badge 1 · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 6

Powers: Reveal this card to reduce Combat damage dealt to you by 1.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

If you are proficient with light armors, you may recharge this card when you reset your hand.

Blackcloth Armor

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

Powers: If you are the only character at your location, you may reveal this card to add 1 to your combat check.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

If you are proficient with light armors, you may recharge this card when you reset your hand.

Magic Leather Armor

Armor · Badge 3 · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 2

Powers: Recharge this card to reduce Combat damage dealt to you by 1.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

If you are proficient with light armors, you may recharge this card when you reset your hand.

Robe of Energy Resistance

Armor · Badge 4 · Traits: Clothing, Magic · Check to Acquire: Intelligence, Arcane 10

Powers: Recharge this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Robe of Vision

Armor · Badge 6 · Traits: Clothing, Magic · Check to Acquire: Intelligence, Arcane 12

Powers: Reveal this card to add 2d6 to your Perception check.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Items

Blast Stone

Item · Badge B · Traits: Object, Alchemical, Basic · Check to Acquire: Intelligence, Craft 4

Powers: Banish this card to add 1d4 to any combat check attempted by a character at your location.

Bracers of Protection

Item · Badge B · Traits: Accessory, Magic, Basic · Check to Acquire: Intelligence, Arcane 3

Powers: Recharge this card to reduce Combat damage dealt to you by 1.

Caltrops

Item · Badge B · Traits: Object, Basic · Check to Acquire: Dexterity 4

Powers: Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.

Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Cape of Escape

Item · Badge B · Traits: Clothing, Magic · Check to Acquire: Dexterity, Stealth 8

Powers: Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Codex

Item · Badge B · Traits: Book, Basic · Check to Acquire: Intelligence, Knowledge 8

Powers: Discard this card to add 1 die to your check to acquire a boon.

After playing this card, succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Token of Remembrance

Item · Badge B · Traits: Object, Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 5

Powers: Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Crown of Charisma

Item · Badge 1 · Traits: Accessory, Magic, Elite · Check to Acquire: Charisma, Diplomacy 5

Powers: Reveal this card to add 1 die to your Diplomacy check.

Recharge this card to succeed at your Diplomacy check.

Wand of Shield

Item · Badge 1 · Traits: Wand, Magic, Arcane · Check to Acquire: Intelligence, Arcane 7

Powers: Bury this card to reduce Combat damage dealt to you by 2.

After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Boots of Elvenkind

Item · Badge 2 · Traits: Clothing, Magic · Check to Acquire: Dexterity, Acrobatics 5

Powers: Reveal this card to add 1 die to your Acrobatics check.

Recharge this card to succeed at your Stealth check.

Ivory Dice

Item · Badge 2 · Traits: Object, Gambling, Magic · Check to Acquire: See below

Powers: When you encounter this card, roll 1d6. On 1-3, shuffle it into a random open location; on 4-6, acquire it.

When you would fail a check, reveal this card and choose odd or even. Then roll 1d6. If the roll matches your choice, recharge this card to succeed at the check. If the roll does not match, bury 3 cards from your hand.

Headband of Alluring Charisma

Item · Badge 3 · Traits: Accessory, Magic · Check to Acquire: Charisma 5

Powers: Reveal this card to add 1 to your Charisma check. You may play another item on this check.

Mist Horn

Item · Badge 3 · Traits: Object, Magic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 9

Powers: Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Rabbit's Foot

Item · Badge 4 · Traits: Object, Gambling · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: When a character at your location would fail a check, banish this card. The character may reroll 1 die and must take the second result.

Wand of Treasure Finding

Item · Badge 4 · Traits: Wand, Magic, Arcane · Check to Acquire: Wisdom, Perception 7

Powers: On your turn, bury this card to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.

After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Bottled Lightning

Item · Badge 5 · Traits: Liquid, Attack, Electricity, Ranged, Alchemical · Check to Acquire: Intelligence, Craft 12

Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Chaos Stone

Item · Badge 5 · Traits: Object, Magic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of damage that may not be reduced.

Pearl of Magic

Item · Badge 6 · Traits: Object, Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

Ring of Energy Resistance

Item · Badge 6 · Traits: Accessory, Magic · Check to Acquire: Constitution, Fortitude 8 or Intelligence, Arcane 9

Powers: Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

Allies

Crow

Ally · Badge B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 5

Powers: Recharge this card to add 1d6 to your check to acquire a weapon, an armor, or an item.

Discard this card to explore your location.

Guide

Ally · Badge B · Traits: Human, Basic · Check to Acquire: Wisdom, Survival 7 or Charisma, Diplomacy 6

Powers: Recharge this card to add 1d10 to your Survival check.

Discard this card to explore your location.

Jinx Eater

Ally · Badge B · Traits: Tengu, Assassin, Basic · Check to Acquire: Charisma, Diplomacy 8

Powers: Discard this card to explore your location. Add 1 to your combat checks during this exploration.

If you would fail a combat check by 1, you may bury this card to succeed.

Sage

Ally · Badge B · Traits: Human, Sage, Basic · Check to Acquire: Wisdom, Survival 7 or Charisma, Diplomacy 6

Powers: Recharge this card to add 1d6 to your non-combat Intelligence or Wisdom check.

Discard this card to explore your location.

Surgeon

Ally · Badge B · Traits: Human, Surgeon, Elite · Check to Acquire: Charisma, Diplomacy 6

Powers: Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.

Discard this card to explore your location.

Turtle

Ally · Badge B · Traits: Animal, Aquatic, Basic · Check to Acquire: Wisdom, Survival 5

Powers: Reveal this card to reduce Combat damage to you by 1.

Discard this card to explore your location.

Incanter

Ally · Badge 1 · Traits: Halfling, Wizard · Check to Acquire: Arcane, Divine, Charisma, Diplomacy 6

Powers: Recharge this card to add 1d6 to your Arcane check.

Discard this card to explore your location.

Menagerie Keeper

Ally · Badge 1 · Traits: Human, Ranger · Check to Acquire: Wisdom, Survival, Charisma, Diplomacy 7

Powers: Discard this card to automatically succeed at your check to acquire an ally that has the Animal trait.

Discard this card to explore your location.

Toad

Ally · Badge 2 · Traits: Animal, Arcane · Check to Acquire: Intelligence, Arcane, Wisdom, Survival 7

Powers: Bury this card to add a spell from your discard pile to your hand.

Discard this card to explore your location.

Cat

Ally · Badge 3 · Traits: Animal, Arcane · Check to Acquire: Wisdom, Survival, Intelligence, Arcane 8

Powers: Reveal this card to add 2 to your check to recharge a spell.

Discard this card to explore your location.

Reveler

Ally · Badge 3 · Traits: Human, Bard · Check to Acquire: Charisma, Diplomacy 7

Powers: Recharge this card to add 2d6 to your check to acquire an ally.

Discard this card to explore your location.

Bear

Ally · Badge 4 · Traits: Animal · Check to Acquire: Wisdom, Survival 11

Powers: Discard this card to add 2d4 to your combat check.

Discard this card to explore your location.

Yap the Pixie

Ally · Badge 4 · Traits: Pixie · Check to Acquire: Charisma, Diplomacy 2

Powers: Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.

Discard this card to explore your location.

Ataxian

Ally · Badge 5 · Traits: Pixie · Check to Acquire: Charisma, Diplomacy 4

Powers: Reveal this card to add 1 to your Constitution or Fortitude check.

Discard this card and succeed at a Charisma or Diplomacy 10 check to evade a monster whose highest difficulty to defeat is 22 or lower.

Discard this card to explore your location.

Pyromaniac Mage

Ally · Badge 5 · Traits: Human, Wizard · Check to Acquire: Intelligence, Arcane, Charisma, Diplomacy 13

Powers: Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.

Discard this card to explore your location.

Clockwork Owl

Ally · Badge 6 · Traits: Automaton · Check to Acquire: Intelligence, Wisdom 12

Powers: Recharge this card to add 2d8 to your non-combat Intelligence or Wisdom check.

Discard this card to succeed at your Perception or Survival check.

Velociraptor

Ally · Badge 6 · Traits: Animal · Check to Acquire: Wisdom, Survival 14

Powers: Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

Blessings

Blessing of Iomedae

Blessing · Badge B · Traits: Divine, Iomedae · Check to Acquire: Charisma 4 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any non-combat Charisma check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Pharasma (Badge B)

Blessing · Badge B · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, Divine 5

Powers: Discard this card to add 1 die to any check.

When a spell is played during any check, discard this card to add 2 dice to that check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Gods

Blessing · Badge B · Traits: Divine, Basic · Check to Acquire: None

Powers: When you encounter this card, you automatically acquire it.

Discard this card to add 1 die to any check.

Discard this card to explore your location.

You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing of Erastil

Blessing · Badge 1 · Traits: Divine, Erastil · Check to Acquire: Dexterity 4 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any combat Dexterity check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Pharasma (Badge 1)

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

Powers: Discard this card to add 1 die to any check.

When a spell is played during any check, discard this card to add 2 dice to that check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Pharasma (Badge 2)

Blessing · Badge 2 · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, Divine 5

Powers: Discard this card to add 1 die to any check.

When a spell is played during any check, discard this card to add 2 dice to that check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Gozreh

Blessing · Badge 3 · Traits: Divine, Gozreh · Check to Acquire: Wisdom, Survival 7 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to close a location.

Discard this card to explore a location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Sivanah (Badge 3)

Blessing · Badge 3 · Traits: Divine, Sivanah · Check to Acquire: Intelligence, Charisma 7 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Lamashtu

Blessing · Badge 4 · Traits: Divine, Lamashtu · Check to Acquire: Intelligence, Arcane, Divine 5

Powers: Discard this card to add 1 die to any check.

Bury this card to add 2 dice to any check to defeat a monster.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Sivanah (Badge 4)

Blessing · Badge 4 · Traits: Divine, Sivanah · Check to Acquire: Intelligence, Charisma 7 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Achaekek

Blessing · Badge 5 · Traits: Divine, Achaekek · Check to Acquire: Intelligence, Craft 7 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a villain or henchman.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Sivanah (Badge 5)

Blessing · Badge 5 · Traits: Divine, Sivanah · Check to Acquire: Intelligence, Charisma 7 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Nethys

Blessing · Badge 6 · Traits: Divine, Nethys · Check to Acquire: Wisdom, Perception 8 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to examine the top 2 cards of the location deck, put them back in any order, and explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Abadar

Blessing · Badge 2 · Traits: Divine, Abadar · Check to Acquire: Dexterity, Disable 6 or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a barrier.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

  • Wand of Treasure Finding
  • Bottled Lightning
  • Chaos Stone
  • Pearl of Magic
  • Ring of Energy Resistance
  • Ataxian
  • Pyromaniac Mage
  • Clockwork Owl
  • Velociraptor
  • Blessing of Nethys
  • Blessing of Abadar