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Hammer of Flattening
This character inflicts two addition wounds whenever he or she hits a Siege character with a melee strike.
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This character inflicts two addition wounds whenever he or she hits a Siege character with a melee strike.
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This character inflicts an additional wound whenever he or she hits characters of opposite alignment with a melee strike.
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Order: Spend Hammer of Stone, and if this cleric isn't a Seer discard Hammer of Stone: Reveal the top cards of each players' deck. You may choose to discard those cards.
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This is a Neus' Set item. Order: Spend an equipped Neus' Set item and target a character: The target's next melee strike this turn inflicts an additional wound.
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React: Before picking the target for a melee strike, you may target a character one rank farther away. After the strike, discard one Weapon attached to this fighter (if he or she has one equipped).
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React: Play before this rogue makes a melee strike roll. The rogue makes an additional melee strike to the same starget with ATK equal to the impending strike roll. If the additional strike hits, it does not cause a wound, but the target suffers a -5 AC penalty until the end of the turn.
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Fighter and rogue only. Order: Spend the Hand Crossbow: Perform a +2 ranged strike.
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Order: Target a character within one rank and remove all cards attached or equipped to the target.
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Spend Order: This wizard targets a character up to two ranks away. The target must succeed a magic save (DC 14) or suffer one wound and move back one rank.
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Seers may perform this action without spending. Spend Order: Add +5 to your next die roll.
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Spend React: After an opposing character moves within two ranks of this character: Move the opposing character back one rank. If the target is ready, you may shuffle this spell into your deck.
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Monks may play this as if they were fighters. Order: Perform an attack without spending.
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You may only play this card if you have a 4th level or higher Lich in your army. Order: Spend the Hand to target a character in an adjacent rank. The target suffers a -2 ATK, AC or skill (your choice) until the end of the turn. This character gains +2 to the same stat.
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Mentalists may play this as if they were wizards. Spend Order: Each opposing character must make a Will save (DC 15) or suffer a wound.
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Order: Spend target equal or lower Level character within one rank. Order: Stun target spent equal or lower Level character within one rank.
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React: Play before a character in your army makes a save roll. Add this cleric's level to the die roll.
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Wounds inflicted by melee strikes from this character may not be reduced.
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Spend Order: Remove all wounds from your characters.
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React: Before making a melee strike roll against a character with no more than one adjacent character: Gain +5 ATK for the strike. If this rogue hits with the strike, inflict one fewer wound than usual and stun the target.
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Evil Paladin only. Order: Attach this card to this character if he or she does not have Harm Touch attached. While this card is attached, this character has the ability: "Order: Once per turn, target a character within one rank. That character must make a magic save (DC 13) or suffer one wound."
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React: Once per turn after Harn is targeted with a melee strike: Perform a Riposte check (DC 20). If successful, perform a melee strike against the attacker.
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Will only join a Free Kingdoms Warlord. Spend Order: Discard a card to draw a card.
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Assassins gain +1 Level for equipping Hashashin Blade. Order: Spend Hashashin Blade: If the next melee strike this rogue performs this turn is against a spent character, this rogue gains +3 ATK for the strike and the strike inflicts an additional wound.
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Order: Spend Hassimal and another character in your army to draw a card.