Negate any single source of damage that would kill your character and destroy this card.
The inside of this bag is as deep as you need it to be. You may now hold as many treasure and item cards as you like.
You may now use your arm as a weapon which would deal 5 damage. You may also use this weapon as your move during your turn. The arm can bend around corners and enemies and will never miss its target. The arm can extend and retract to pull enemies in.
At the start of combat, this stone transforms into another treasure card which will revert back into the Believer Stone at the end of combat.
Reveal this mirror to a target to attempt to trap it within the mirror. If this mirror is later broken, the target will be released and the mirror destroyed.
You are immune to a single source of damage of your choosing once per combat.
Increases your stamina by 5. At the end of your turn, you can steal 1 stamina from all adjacent targets.
Deals 3 damage and restores 1 stamina every time you deal damage with this weapon.
Using this emblem you may trade 5 maximum stamina for 1 random treasure card from a selection of 3. You may use this ability as much and as often as you want until your base stamina is 1.
Deals 4 damage. Whenever you are about to deal damage with this weapon, play a quick tune that doubles all physical damage dealt by you and your allies until the start of your next turn.
When using this book, a random spell is selected. You must pay the Stamina cost and must complete casting the spell or this book will be destroyed.
Looking into this book allows you to change your face to resemble any face you have seen in the last 30 hours. If you do not change back to your original face before time runs out, you will lose your face forever.
Toss a bottle that when broken casts a Wormhole spell which deals 3 damage to all targets in an area and pulls them all into the center of the spell. Allies may roll to grab onto something and avoid the damage and pull.
All 1's become 20's at the cost of reducing your maximum stamina by 10 every time you roll a Critical Fail.
Increases your stamina by 10 and summons a Skeleton Pirate to fight alongside you at the start of each of your turns. You may wear this on top of your other armor.
A single targeted spell may be cast through the Attuned Prism to hit two targets at half potency.
Instead of rolling the dice, you may flip this coin once per battle. Heads, you Critical. Tails, you Critical Fail.
Deals 8 Damage. This thing is very hard and complicated to load and can generally only be reloaded out of combat.
Summon forth 10 Gemling to aid you in battle. Gemlings can attack for 1 damage in melee range.
Release a frosty beam of ice that deals 3 damage and freezes a target in place, stunning them for a turn.
Deals 4 damage and triple damage on Criticals.