Spells & Cards
154 cards
Knight
37 cardsStun and deal 5 damage
Block 4 incoming damage
+6 melee damage
+2 to all dice this turn
Pull aggro: +12 threat on you
Reduces incoming damage 40% for 2 turns
Counter-stance: parry the next hit, reflect 50%
Heal 25% of max-HP (once per battle)
10 dmg + halve healing on target (2 turns)
Wide arc — 7 melee dmg
+10 dmg, lower guard
+6 shield
Lunge in — 9 melee dmg
12 dmg, ignores 40% armor
+8 shield, hold the line
+9 shield, and the next blow is caught whole
Massive melee strike
11 melee dmg, ignores 40% armor
+8 shield, and the next blow is parried
12 dmg; a good chance to stun, and their next swing lands soft
+10 shield and you take 20% less damage for 2 turns
10 dmg, blunts their next swing, and steadies your next roll (+1/die)
Your damage +20% for 3 turns
Open a wound: 11 dmg, bleeds 4/turn, blunts their next swing
+14 shield
17 raging dmg
+16 shield
19 reaping dmg
+11 shield, refuse to fall
21 sweeping dmg
+18 shield
24 commanding dmg
+20 shield
26 champion dmg
+22 shield
28 mastered dmg
No retreat — 32 dmg
Paladin
37 cards+5 ranged, ignores 40% armor
Restore 12 HP
Heal 6 HP
+2 to all dice this turn
Holy light — burn damage over time (radiant)
Counter-stance: parry the next hit, reflect 50%
The whole party deals +25% damage for 3 turns
+6 shield/turn to the party for 3 turns
Holy smite — 7 dmg
Enemy misses next attack
8 blessed dmg
+11 rune damage
+6 holy shield
Restore 10 HP
13 holy dmg
+8 shield
16 holy dmg, ignores 40% armor
11 light dmg
Heal 6, then +5 HP/turn (3 turns)
Sanctify — heal 8 + grant 8 shield
14 searing dmg
+10 holy shield
14 holy dmg, and their healing is halved for 2 turns
Restore 16 HP to the whole party
12 holy dmg, and the light keeps burning 4/turn (3 turns)
+12 holy shield and you take 20% less damage for 3 turns
22 zealous dmg
Restore 20 HP
Heal the party 16 and raise a 6 shield on yourself
+14 shield
Heal the party 25 + clear burn/debuffs from all
24 righteous dmg
26 holy dmg from above
Restore 30 HP
28 divine dmg
+18 holy shield
32 wrathful holy dmg
Sorcerer
41 cards+14 fire damage
+8 lightning damage
+11 rune damage
+2 to all dice this turn
Set ablaze (burn); on an oiled foe: INFERNO
Coat in oil — ignite it for an INFERNO
Fully absorbs the next hit + grants 2 Focus
Counter-stance: parry the next hit, reflect 50%
Your damage +30% for 2 turns
The whole party gains +1 AP next round
6 arcane dmg
Enemy misses next attack
8 frost dmg, weakens next attack
Ultimate fire burst
10 lightning dmg
+5 mage shield
14 fire dmg
7 fire dmg, then burns 4/turn (3 turns)
12 fire dmg, then burns 7/turn (3 turns)
13 lightning dmg
+1 to all dice this turn
24 cataclysmic dmg
11 arcane dmg: drains their next swing, and their power is yours (+20%, 2 turns)
+8 arcane shield and you take 25% less damage for 2 turns
16 chained dmg
15 fire dmg
18 arcane dmg
12 frost dmg, weakens next attack
17 magma dmg
14 thunder dmg
16 psychic dmg; a good chance to stun, and it blunts them
26 fire dmg
15 dmg, sweeps the pack, sets it alight and blunts it
19 psychic dmg, ignores 40% armor
21 fire dmg
24 eldritch dmg
30 apocalyptic dmg
+2 to all dice this turn
28 infernal dmg
36 ruinous dmg
42 cosmic dmg
Druid
39 cards+7 ice, weakens next attack
Restore 8 HP
+6 DEF, reflect 2 dmg
+2 to all dice this turn
Freeze the target — it skips its turn; shatter ×1.6
Nature's venom — burn damage over time (poison)
Counter-stance: parry the next hit, reflect 50%
Cleanse burn / debuffs from an ally
8 frost dmg, weakens next attack
Block 7 damage
Restore 12 HP
Massive ice explosion
+5 natural shield
11 frost dmg
Heal 10 + cleanse a burn/debuff
9 ice dmg
Restore 18 HP to the whole party
14 frost dmg, weakens next attack
+10 thorn shield; the next blow is turned back on them
Heal 6, then +6 HP/turn (3 turns)
13 frost dmg, blunts their next swing, and you take 20% less for 2 turns
The grove shields the party: +5 shield each turn for 3 turns
Heal 8, then +5 HP/turn (3 turns)
Heal 12, then +8 HP/turn (3 turns)
17 ice dmg
+10 shield; every blow that lands takes 4 back
Heal the party 10, then +4 HP/turn (3 turns)
18 hail dmg
20 nature dmg, then poisons 6/turn (3 turns)
Heal the party 24 + clear burn/debuffs from all
16 frost dmg, weakens next attack
Heal 12, then 6/turn, and bark hardens into an 8 shield
Restore 30 HP to the whole party
26 frost dmg
+16 ancient shield
28 nature dmg
Restore 36 HP
30 frost dmg
38 ice age dmg