Pathfinder Adventure Card Game: Rise of the Runelords – Character Add-On Deck
Pathfinder Adventure Card Game: Rise of the Runelords – Character Add-On Deck Rulebook
Table of Contents
Allies
Acolyte
Ally. Human, Elite.
- Check to acquire: Charisma, Diplomacy, Arcane, Divine 6
- Powers:
- Recharge this card to add 1d4 to your Arcane or Divine check.
- Recharge this card to add 1d6 to your check to recharge a card with the Magic trait.
Burglar
Ally. Human, Basic.
- Check to acquire: Dexterity, Stealth 7 or Charisma, Diplomacy 6
- Powers:
- Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
- If you do not acquire this card, discard 1 weapon or item.
Crow
Ally. 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.
Dog
Ally. Animal, Basic.
- Check to acquire: Wisdom, Survival 5
- Powers:
- Recharge this card to add 1d10 to your Perception check.
- Discard this card to explore your location.
Saber-Toothed Tiger
Ally. Animal.
- Check to acquire: Wisdom, Survival 8
- Powers:
- Recharge this card to add 1d6 to your combat check.
- Discard this card to explore your location.
Snake
Ally. Animal, Elite.
- Check to acquire: Wisdom, Survival 6
- Powers:
- Recharge this card to add 1d10 to your Stealth check.
- Discard this card to add 1d4 to your Melee combat check.
Soldier
Ally. Human, Elite.
- Check to acquire: Strength, Melee 8 or Charisma, Diplomacy 6
- Powers:
- Recharge this card to add 1d4 to your Melee combat check.
- Discard this card to explore your location.
Troubadour
Ally. Halfling, Basic.
- Check to acquire: Dexterity, Acrobatics 7 or Charisma, Diplomacy 6
- Powers:
- Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
- Discard this card to explore your location.
Armor
Chain Mail
Armor. Heavy Armor, Basic.
- Check to acquire: Constitution, Fortitude 3
- Powers:
- Recharge this card to reduce Combat damage dealt to you by 2.
- Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Half-Plate
Armor. Heavy Armor, Elite.
- Check to acquire: Constitution, Fortitude 4
- Powers:
- Recharge this card to reduce Combat damage dealt to you by 3.
- Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Leather Armor
Armor. 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.
Magic Chain Mail
Armor. Heavy Armor, Magic, Elite.
- Check to acquire: Constitution, Fortitude 3
- Powers:
- Recharge this card to reduce Combat damage dealt to you by 2.
- Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
- If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Magic Half-Plate
Armor. Heavy Armor, Magic, Elite.
- Check to acquire: Constitution, Fortitude 4
- Powers:
- Recharge this card to reduce Combat damage dealt to you by 3.
- Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
- If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Magic Leather Armor
Armor. 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.
Magic Shield
Armor. Shield, Offhand, Magic, Elite.
- Check to acquire: Constitution, Fortitude 6
- Powers:
- Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
- If you played a weapon with the 2-Handed trait on this check, you may not play this card.
- If you are proficient with light armors, you may recharge this card when you reset your hand.
Wooden Shield
Armor. Shield, Offhand, Basic.
- Check to acquire: Constitution, Fortitude 4
- Powers:
- Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
- If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Barriers
Battered Chest
Barrier. Cache, Lock, Elite.
- Check to defeat: Dexterity, Disable 10 or Strength, Melee 8
- Powers:
- If defeated, add 1d4 random items from the box to your hand.
- If undefeated, you may banish this barrier.
Explosive Runes
Barrier. Trap, Magic, Arcane, Veteran.
- Check to defeat: Intelligence, Arcane 8 or Dexterity, Acrobatics 10
- Powers:
- The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
- If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.
Large Chest
Barrier. Cache, Lock, Veteran.
- Check to defeat: Dexterity, Disable 9 or Strength, Melee 10
- Powers:
- The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
- If defeated, add 1d4 random weapons from the box to your hand.
- If undefeated, you may banish this barrier.
Mystic Inscription
Barrier. Cache, Magic, Elite.
- Check to defeat: Intelligence, Arcane 10
- Powers:
- If defeated, add 1d4 random spells from the box to your hand.
- If undefeated, you may banish this barrier.
Secret Stash
Barrier. Cache, Elite.
- Check to defeat: Wisdom, Perception 9
- Powers:
- If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon, or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
- If undefeated, you may banish this barrier.
Skeleton Horde
Barrier. Skirmish, Undead, Elite.
- Check to defeat: None
- Powers:
- Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Blessings
Blessing of Calistria
Blessing. Divine, Calistria.
- Check to acquire: Dexterity 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a noncombat Dexterity check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
Blessing. Divine, Desna.
- Check to acquire: Intelligence, Arcane, Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a check to recharge a card.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
Blessing. Divine, Erastil.
- Check to acquire: Dexterity 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a combat Dexterity check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Gorum
Blessing. Divine, Gorum.
- Check to acquire: Strength 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a combat Strength check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing. Divine, Iomedae.
- Check to acquire: Charisma 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a noncombat Charisma check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing. Divine, Irori.
- Check to acquire: Intelligence 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a noncombat Intelligence check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing. Divine, Pharasma.
- Check to acquire: Intelligence, Arcane, Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a check if a spell was played during that check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing. Divine, Sarenrae.
- Check to acquire: Constitution 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a noncombat Constitution check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Shelyn
Blessing. Divine, Shelyn.
- Check to acquire: Wisdom 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a noncombat Wisdom check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing. Divine, Basic.
- Check to acquire: None
- Powers:
- If you encounter this card, you automatically acquire it.
- Discard this card to add 1 die to a 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 Torag
Blessing. Divine, Torag.
- Check to acquire: Strength 4 or Divine 5
- Powers:
- Discard this card to add 1 die to a check.
- Discard this card to add 2 dice to a noncombat Strength check.
- Discard this card to explore your location.
- Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Henchmen
Bandit
Henchman. Monster. Human, Bandit.
- Check to defeat: Combat 8
- Powers:
- Before the encounter, recharge a card of your choice from your hand.
- If defeated, you may immediately attempt to close this location.
Poison Trap
Henchman. Barrier. Trap, Poison.
- Check to defeat: Dexterity, Disable 5
- Powers:
- If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
- If defeated, you may immediately attempt to close this location.
Ancient Skeleton
Henchman. Monster. Undead, Skeleton.
- Check to defeat: Combat 8
- Powers:
- The Skeleton is immune to the Mental and Poison traits.
- If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
- If defeated, you may immediately attempt to close this location.
Characters
The fronts of the four character cards. Each card's back side (powers, skills, hit points and roles) is not in the source and is not transcribed.
Amiri
Female, Human, Barbarian.
Lini
Female, Gnome, Druid.
Sajan
Male, Human, Monk.
Seelah
Female, Human, Paladin.
Monsters
Bugbear
Monster. Goblin, Bugbear, Warrior, Elite.
- Check to defeat: Combat 10
- Powers:
- If undefeated, bury 1 item or weapon of your choice from your discard pile.
Cultist
Monster. Human, Cultist, Basic.
- Check to defeat: Combat 9
- Powers:
- If undefeated, shuffle the top card of the blessings deck into this location deck.
Enchanter
Monster. Human, Sorcerer, Veteran.
- Check to defeat: Combat 8
- Powers:
- The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
- Before the encounter, the Enchanter deals 1 Force damage to you.
- After the encounter, the Enchanter deals 1 Fire damage to you.
Ogre
Monster. Giant, Ogre.
- Check to defeat: Combat 14
- Powers:
- If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Plague Zombie
Monster. Undead, Zombie, Elite.
- Check to defeat: Combat 11
- Powers:
- The Plague Zombie is immune to the Mental and Poison traits.
- If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Satyr
Monster. Fey, Basic.
- Check to defeat: Dexterity, Acrobatics 9
- Powers:
- All damage dealt by the Satyr is Mental damage that may not be reduced.
Shadow
Monster. Undead, Incorporeal.
- Check to defeat: Combat 13
- Powers:
- The Shadow is immune to the Mental and Poison traits.
- If the check to defeat does not have the Magic trait, the Shadow is undefeated.
- When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Siren
Monster. Siren, Elite.
- Check to defeat: Wisdom 8
- Powers:
- All damage dealt by the Siren is Mental damage that may not be reduced.
- If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Sneak
Monster. Human, Rogue, Veteran.
- Check to defeat: Combat 9
- Powers:
- The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
- Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Spectre
Monster. Undead, Incorporeal, Elite.
- Check to defeat: Combat 11 or Wisdom, Divine 7
- Powers:
- The Spectre is immune to the Mental and Poison traits.
- If the check to defeat does not have the Magic trait, the Spectre is undefeated.
- If undefeated, you move to a random location.
Traitor
Monster. Human, Elite.
- Check to defeat: Combat 11
- Powers:
- Before the encounter, discard a random ally from your hand.
Werewolf
Monster. Lycanthrope.
- Check to defeat: Combat 13
- Powers:
- Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Zombie Giant
Monster. Undead, Zombie.
- Check to defeat: Combat 13
- Powers:
- The Zombie Giant is immune to the Mental and Poison traits.
- If undefeated, after the encounter, discard the top card of your deck.
Items
Amulet of Mighty Fists
Item. Accessory, Magic, Basic.
- Check to acquire: Intelligence, Arcane, Wisdom, Divine 4
- Powers:
- Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
- Recharge: None
Crown of Charisma
Item. 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.
- Recharge: None
Eyes of the Eagle
Item. Object, Magic, Elite.
- Check to acquire: Wisdom, Perception 5
- Powers:
- Reveal this card to add 1d6 to your Perception check.
- Recharge this card to succeed at your Perception check.
- Recharge: None
Masterwork Tools
Item. Tool, Elite.
- Check to acquire: Dexterity, Disable 7
- Powers:
- Reveal this card to add 2 dice to your Disable check.
- Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
- Recharge: None
Mattock
Item. Tool, Basic.
- Check to acquire: Strength, Melee 6
- Powers:
- Reveal this card to add 1d8 to your noncombat Strength check.
- Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
- Recharge: None
Potion of Fortitude
Item. Liquid, Alchemical, Basic.
- Check to acquire: Intelligence, Craft 4
- Powers:
- Banish this card and choose a character at your location to succeed at a Fortitude check.
- Recharge: None
Potion of Glibness
Item. Liquid, Alchemical, Basic.
- Check to acquire: Intelligence, Craft 4
- Powers:
- Banish this card and choose a character at your location to succeed at a Diplomacy check.
- Recharge: None
Potion of Healing
Item. Liquid, Alchemical, Healing.
- Check to acquire: Intelligence, Craft 5
- Powers:
- Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
- Recharge: None
Potion of Hiding
Item. Liquid, Alchemical, Basic.
- Check to acquire: Intelligence, Craft 4
- Powers:
- Banish this card and choose a character at your location to succeed at a Stealth check.
- Recharge: None
Potion of Vision
Item. Liquid, Alchemical, Basic.
- Check to acquire: Intelligence, Craft 4
- Powers:
- Banish this card and choose a character at your location to succeed at a Perception check.
- Recharge: None
Sage's Journal
Item. Book, Basic.
- Check to acquire: Intelligence, Knowledge 8
- Powers:
- Reveal this card to add 1d4 to your check to defeat a henchman or villain.
- Recharge: None
Spyglass
Item. Object.
- Check to acquire: Wisdom, Perception 4
- Powers:
- Reveal this card to add 1d6 to your Perception check.
- Discard this card to examine the top 2 cards of your location deck and put them back in any order.
- Recharge: None
Weapons
Allying Dart +1
Weapon. Dart, Ranged, Piercing, Magic.
- Check to acquire: Dexterity, Ranged 8
- Powers:
- For your combat check, reveal this card to roll your Dexterity or Ranged die + 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 made by another character at your location.
Dagger
Weapon. Knife, Ranged, Piercing, Basic.
- Check to acquire: Dexterity, Ranged 3
- Powers:
- For your combat check, reveal this card to roll your Dexterity or Ranged die + 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.
Deathbane Light Crossbow +1
Weapon. Bow, Ranged, Piercing, Magic.
- Check to acquire: Dexterity, Ranged 10
- Powers:
- For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
- If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Glaive
Weapon. Polearm, Melee, Slashing, 2-Handed, Elite.
- Check to acquire: Strength, Melee 9
- Powers:
- For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
- If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Greatsword
Weapon. Sword, Melee, Slashing, 2-Handed.
- Check to acquire: Strength, Melee 11
- Powers:
- For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Icy Longspear +1
Weapon. Spear, Melee, Piercing, 2-Handed, Magic.
- Check to acquire: Strength, Melee 10
- Powers:
- For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1 with the Cold trait.
- If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Light Crossbow
Weapon. Bow, Ranged, Piercing, Basic.
- Check to acquire: Dexterity, Ranged 4
- Powers:
- For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.
- If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Longbow
Weapon. Bow, Ranged, Piercing, 2-Handed, Elite.
- Check to acquire: Dexterity, Ranged 5
- Powers:
- For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
- If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Scimitar
Weapon. Sword, Melee, Slashing, Finesse, Elite.
- Check to acquire: Strength, Melee 7
- Powers:
- For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Short Sword
Weapon. Sword, Melee, Piercing, Finesse, Basic.
- Check to acquire: Strength, Melee 4
- Powers:
- For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shortbow
Weapon. Bow, Ranged, Piercing, 2-Handed, Basic.
- Check to acquire: Dexterity, Ranged 3
- Powers:
- For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6.
- If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Warhammer
Weapon. Hammer, Melee, Bludgeoning, Elite.
- Check to acquire: Strength, Melee 6
- Powers:
- For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Acid Arrow
Spell. Magic, Arcane, Attack, Acid, Elite.
- Check to acquire: Intelligence, Arcane 4
- Powers:
- For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
- If you do not have the Arcane skill, banish this card.
- Recharge: Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Aid
Spell. Magic, Divine, Elite.
- Check to acquire: Wisdom, Divine 6
- Powers:
- Discard this card to add 1d6 to a check.
- If you do not have the Divine skill, banish this card.
- Recharge: Succeed at a Divine 8 check to recharge this card instead of discarding it.
Augury
Spell. Magic, Arcane, Divine.
- Check to acquire: Intelligence, Arcane, Wisdom, Divine 6
- Powers:
- Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
- If you do not have either the Arcane or Divine skill, banish this card.
- Recharge: Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Cure
Spell. Magic, Divine, Healing, Basic.
- Check to acquire: Wisdom, Divine 6
- Powers:
- Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
- If you do not have the Divine skill, banish this card.
- Recharge: Succeed at a Divine 8 check to recharge this card instead of discarding it.
Detect Evil
Spell. Magic, Divine.
- Check to acquire: Wisdom, Divine 4
- Powers:
- During your turn, discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
- If you do not have the Divine skill, banish this card.
- Recharge: Succeed at a Divine 6 check to recharge this card instead of discarding it.
Find Traps
Spell. Magic, Divine.
- Check to acquire: Wisdom, Divine 6
- Powers:
- Discard this card to add 2 dice to any check to defeat a barrier.
- If you do not have the Divine skill, banish this card.
- Recharge: Succeed at a Divine 8 check to recharge this card instead of discarding it.
Inflict
Spell. Magic, Divine, Attack, Basic.
- Check to acquire: Wisdom, Divine 6
- Powers:
- For your combat check, discard this card to roll your Divine die + 1d6 with the Magic trait.
- If you do not have the Divine skill, banish this card.
- Recharge: Succeed at a Divine 6 check to recharge this card instead of discarding it.
Lightning Touch
Spell. Magic, Arcane, Attack, Electricity, Basic.
- Check to acquire: Intelligence, Arcane 4
- Powers:
- For your combat check, discard this card to roll your Arcane die + 2d4 with the Electricity trait.
- If you do not have the Arcane skill, banish this card.
- Recharge: Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Mending
Spell. Magic, Arcane, Divine, Basic.
- Check to acquire: Intelligence, Arcane, Wisdom, Divine 2
- Powers:
- Discard this card to allow a character at your location to discard a weapon, an armor, or an item and take a card of that type from his discard pile into his hand.
- If you do not have either the Arcane or Divine skill, banish this card.
- Recharge: Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Sanctuary
Spell. Magic, Divine, Mental, Basic.
- Check to acquire: Wisdom, Divine 6
- Powers:
- Discard this card to choose a character at your location to evade a monster; put that monster on top of the location deck, if it came from one.
- If you do not have the Divine skill, banish this card.
- Recharge: Succeed at a Divine 8 check to recharge this card instead of discarding it.
Strength
Spell. Magic, Arcane, Divine, Basic.
- Check to acquire: Intelligence, Arcane, Wisdom, Divine 6
- Powers:
- Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Strength die. Discard this card at the end of the turn.
- If you do not have either the Arcane or Divine skill, banish this card.
- Recharge: Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.