-
A Flame in the Darkness
Equipment — Candle
This astral candle is always by your side, and its light enhances your Aura by 1 pace.
: Enhance your Aura by an additional 1 pace for the rest of the scene.
: Enhance your Aura for an additional 1 pace (cumulative) until the end of the combat round.
: Reroll an astral Perception test.
200/314
-
Accuracy Potion
Equipment — Potion, Alchemy
: Reroll a Perception test.
, 6AP, Sacrifice Accuracy Potion: Drink. This scene, if you scream like an eagle at the start of any turn, you may pay 

to Limit Break (set a single combat pool to
until the end of your next turn) for a ranged attack.
1/314
-
Acumen Potion
Equipment — Potion, Alchemy
: Add
or
to your Mana pool (people’s perception of you may... suddenly shift).
: You are Skilled (+1 die) for an opposed or simple test.
, 6AP, Sacrifice Acumen Potion: Drink to become Skilled (+1 die) for Intelligence and Perception tests until twilight.
An intelligent slave is better than a foolish master.
259/314
-
Adventurer's Backpack
Equipment
Durability:
.
Encumbrance: 1 (reduces quickness by 1). If you are an Adventurer, ignore this.
Enhances Storage page [+4].
Skilled (+1 die) for Recovery tests.
: Swap any card in your storage page to the first slot in your storage page.
2/314
-
Aged Dwarven Ale
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Toughness tests. However, each time a {Cups} Damage Trump is revealed by a party member, they become Drunk.
: Aged Dwarven Ale becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
3/314
-
Alchemical Flasks
Equipment — Tool
Durability:
.
Advantage (free reroll) for Brewing and Chemistry tests.
“If I now add just a small pinch of potassium... Ehrm... RUN!”.
4/314
-
Alchemist Water
Equipment — Potion, Alchemy
, 10AP: Pour a bit over a small object, it must make a Hard (16) Durability test.
, 5AP, Sacrifice Alchemist Water: Ranged attack (the defender can block or parry, but success forces a durability test for the item). If successful, the target suffers
Physical Damage (reduced by physical armor).
5/20
203/314
-
Alchemist’s Bag
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Advantage (free reroll) for Bargain tests.
Enhances Storage page [+4].
: Switch a slotted potion with one from your grimoire or storage page.
: You
any Alchemy card.
218/314
-
Alchemist’s Saddle
Equipment
Durability:
.
Advantage (free reroll) for Durability tests (with potions), and for Riding tests.
Enhances Storage page [+2].
: Apply a potion to your mount (from your equipment or storage pages).
: You
a Potion card (extra dose!).
204/314
-
Ale, Coin and Steel
Equipment
Requirement: Dwarf.
: Commerce (recover one resource die).
: Introduce a knife to the story.
: Produce a few rations (with a tankard of ale).
5/314
-
All-Flower Water
Equipment — Potion, Herbalism
, 6AP: Drink and roll 1d6. On
,
or
, recover
and suffer
, 

or 



. On
,
or
, recover
and gain a free Recovery test.
Made from a distillation of cow dung and herbs, this potion is a “popular” remedy among the common folk.
236/314
-
Anchoring Potion
Equipment — Potion, Alchemy
, 10AP: Pour a bit over an object, it cannot be moved until twilight.
, 6AP, Sacrifice Anchoring Potion: Drink to become Immune to Knocked Down, Pulled, Pushed and magical transportation until twilight, but you have Mobility -4 (four less mobility points).
237/314
-
Angelica Ointment
Equipment — Potion, Herbalism
,
: Prevent Sickened.
, 
: Prevent Nauseated.
, 6AP, Sacrifice Angelica Ointment: Drink to gain Advantage (free reroll) for Disease tests until twilight.
Also relieves flatulence.
238/314
-
Anti Piesonic Crystal
Equipment
Durability:
.
, sacrifice Anti Piesonic Crystal, 0 AP: Absorb 2 (if a source would deal damage, prevent 2 of that damage) for Conductive or Thunder Damage.
The crystal seems to crackle with lightning from time to time.
6/314
-
Antivenom
Equipment — Potion, Alchemy
: Reroll a Poison test.
, 6AP, Sacrifice Antivenom: Drink to gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single poison.
7/314
-
Astral Bear Trap
Equipment — Trap
Concealable (disadvantage to find this item).
Astral (can only be detected with Astral Sight).
, 4AP: Set a Astral Bear Trap trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with Pinning ([Pentacles]: target is pinned) against the target that triggered it. Astral Bear Trap remains tapped until recovered.
Recover deployed Astral Bear Trap:
Astral Bear Trap.
Sacrifice a silver coin:
Astral Bear Trap.
285/314
-
Backpack
Equipment
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Enhances Storage page [+5].
: Drop the Backpack to the ground.
: Swap any card in your storage page to the first slot in your storage page.
272/314
-
Bag of Holding

Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+8].

or
, Risk
(on
, item only: lost in time and space): Retrieve an item stored in your covenant or on an allies’ storage page or grimoire and place it in any slot of your storage page.
Do you rent space in that thing?
253/314
-
Baked Potatoes
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Poison Toughness tests.
: Baked Potatoes becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
8/314
-
Bandages
Equipment
Durability:
.
Perishable (disappears at end of session).
Can be slotted on any page adjacent to an Injury. Adjacent injuries are considered bandaged and braced.
Must be applied as a Ritual (requires that you perform a short ritual at twilight).
296/314
-
Basilisk Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Basilisk Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
9/314
-
Bear Trap
Equipment — Trap
Concealable (disadvantage to find this item).
, 4AP: Set a Bear Trap trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with Pinning ([Pentacles]: target is pinned) against the target that triggered it. Bear Trap remains tapped until recovered.
Recover deployed Bear Trap:
Bear Trap.
Sacrifice a copper coin:
Bear Trap.
286/314
-
Bindweed
Equipment — Potion, Herbalism
: Prevent Disarmed (the weapon or shield must be partially or wholly made of wood).
, 6AP, Sacrifice Bindweed: Drink to become immune to acid (it just runs off you and your clothes, like water of a duck) for a scene. Oddly plants now stick to you, making it hard to move in some environments: up to Mobility -2 (two less mobility points).
205/314
-
Bird in a Cage
Equipment
: Prevent an Airborne Poison Injury.
, sacrifice Bird in a Cage: Prevent an Airborne Poison Injury.
Such useful companions when wandering into any subterranean situation. Too bad they have to sacrifice their lives to save yours.
206/314
-
Bittersweet
Equipment — Potion, Herbalism
: One use of Offensive Advantage (free reroll or replace) in combat or a duel against a spirit.
, 6AP, Sacrifice Bittersweet: Drink to gain Defensive Advantage (free reroll or replace) against all attacks made by spirits. Unfortunately, the brew is poisonous: make a Poison test at the end of each round or suffer
.
10/314
-
Black Blood
Equipment — Potion, Alchemy
, 
: Prevent Poisoned.
is equal to the Complexity of the poison.
, 6AP, Sacrifice Black Blood: Drink to have your blood become black and poisonous until twilight. Animals can smell this and will not bite you.
207/314
-
Black Milk
Equipment — Potion, Alchemy
: Reroll a Stealth test against undead.
, 6AP, Sacrifice Black Milk: Drink to appear like a cold, rotting corpse until twilight (most undead will ignore you as long as you ignore them, but you now count as a creature of darkness).
197/314
-
Black Panther Tea
Equipment — Potion, Feline
: Reroll an Athletics or Survival test.
, 6AP, sacrifice Black Panther Tea: Mastery (automatic critical success) for the next Recovery test from Shaken, Intimidated or Fleeing.
Capturing the essence of the ferocious animal as a delightful fragrance.
11/314
-
Blackflame Candle
Equipment — Candle
Ritual (requires that you perform a short ritual at twilight), Sacrifice Blackflame Candle: As long as this candle burns, you have Advantage (free reroll) for Corpus spells. Distance between you and the candle does not matter.
12/314
-
Blood of the Fire Tree
Equipment — Potion, Alchemy, Alien
: Prevent Burning.
, 6AP, Sacrifice Blood of the Fire Tree: Burn away any injury. Make a corruption test (
).
Blood drained from a fiery tree in a realm not of this world.
307/314
-
Blood Paint
Equipment — Potion, Painting
Ritual (requires that you perform a short ritual at twilight).
: Advantage (free reroll) for a parry defense. If successful, recover 
.
, 
, Sacrifice Blood Paint: Limit Break (set a single combat pool to
until the end of your next turn) with Parry pool.
13/314
-
Blood Red Lip Gloss
Equipment
Durability:
.
: Advantage (free reroll) for Seduction tests until the end of the scene.
Something about the color of blood seems to really accentuate the lips’ sensuousness.
14/314
-
Blood Scarab
Equipment — Charm
Perishable (disappears at end of session).
: Recover 1d6 wounds (
). You may pay
to
Blood Scarab.
, 2AP, sacrifice Blood Scarab: Until the end of the scene, your weapon or ammo of choice gains:
• Blood Frenzy (once per scene you produce Mouthful of Blood by drinking your opponents’ blood).
310/314
-
Blood Thistle Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Blood Thistle Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
15/314
-
Blue Raspberry
Equipment — Potion, Herbalism
: Introduce candy (or something similarly sweet) to the story.
, 6AP, Sacrifice Blue Raspberry: Drink to gain Advantage (free reroll) for Weapon Skill tests until twilight.
239/314
-
Booster Potion
Equipment — Potion, Herbalism
: Recover
.
, 6AP, Sacrifice Booster Potion: Drink to gain Advantage (free reroll) and become Skilled (+1 die) for Recovery tests until twilight.
240/314
-
Bottle of Pure Air
Equipment — Potion, Alchemy
: Prevent 
caused by an Auram spell.
, 6AP, Sacrifice Bottle of Pure Air: Create an immobile pocket of clean, breathable air in your aura (5 paces). This will also ‘push’ air based effects like mist or poison out of your aura.
16/314
-
Bottle of Pure Earth
Equipment — Potion, Alchemy
: Prevent 
caused by a Terram spell.
, 10AP, Sacrifice Bottle of Pure Earth: Either create or destroy up to one tonne of earthen or stone material (this is less than you think). An Agility test may be needed to determine if the liquid earth ends up where you want it to. Avoid contact!
17/314
-
Bottle of Pure Flame
Equipment — Potion, Alchemy
: Prevent 
caused by an Ignem spell.
, 5AP, Sacrifice Bottle of Pure Flame: Ranged attack that has:
• AoE:1 (affects everyone within one pace).
• Murderous (critical success on 4+).
• Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
5/20
18/314
-
Bottle of Pure Water
Equipment — Potion, Alchemy
: Prevent 
caused by an Aquam spell.
, 6AP, Sacrifice Bottle of Pure Water: Drink to gain Advantage (free reroll) for Disease, Poison and Recovery tests until twilight. Alternatively, provide clean water for up to a hundred people (one day).
19/314
-
Bottled Demon

Equipment — Potion, Alchemy
: Add
,
or
to your Mana pool (all spells in your aura roll three extra damage dice for the rest of this round and the entire next round).
: Introduce a lie to the story (if you lie, it works; if someone else lies, it is exposed... at least to you).
, 10AP, Risk
(on
), Sacrifice Bottled Demon: Pour down the throat of a corpse to have the demon possess it for 30 minutes (and do your bidding).
260/314
-
Bottled Fairy
Equipment — Potion, Alchemy
: Add
,
or
to your Mana pool (fairy relations become strained for the rest of the session).
, 6AP, Sacrifice Bottled Fairy: Free the fairy. If you would die this scene, instead recover
equal to half your Death Threshold.
261/314
-
Bottled Glow Toad
Equipment — Potion, Alchemy
, shake: Illumination in your aura (5 paces).
,
: Add
to your Mana pool.
, Sacrifice Bottled Glow Toad: Reroll any test against an insect (spirit) or poison.
The process of selecting and preserving a glow toad in a jar is long and complicated, but the toads don’t seem to mind as long as you feed them.
198/314
-
Bottled Home
Equipment — Potion, Alchemy
: Reroll a Durability test for a building.
, 10AP: Pour this potion on the ground (and get out of there quick). A small but comfortable stone and wood house grows out of the ground in a few minutes. It is Concealable (disadvantage to find this item) in its own, weak magical zone. At sunset, the house sinks back into the ground, only leaving the potion.
241/314
-
Bottled Imp
Equipment — Potion, Alchemy
,
: Randomly add
to your Mana pool.
, 6AP,
: Free the imp. It’ll attack your foes (with
dice), inflicting Fire Magic Damage (reduced by mystic armor). After combat, you may grapple duel the imp. If you win,
this card. If you lose or refuse, Sacrifice this card and Risk
(on
, so long, sucker!).
10/-
262/314
-
Bottled Inkwell
Equipment — Potion, Atramentus
: Introduce shadows to the story.
, 2AP, Sacrifice Bottled Inkwell: Open it. Each round the the living ink inside the bottle makes an unarmed attack (4 dice) against a random being in your aura (5 paces) with the Blinding ([Swords]: target is blinded) trait. The ink dries up by the end of the scene.
20/314
-
Bottled Lotus
Equipment — Potion, Alchemy
: Add
,
,
,
or
to your Mana pool (no side effect).
, 6AP, Sacrifice Bottled Lotus: Advantage (free reroll) for Magic tests this scene.
21/314
-
Bottled Myconoids
Equipment — Potion, Alchemy
: Add
or
to your Mana pool (introduce a fungus to the story).
, Ritual (requires that you perform a short ritual at twilight), Sacrifice Bottled Myconoids: All willing living creatures in the bottle’s aura (5 paces) participate in a telepathic hallucination for several hours (treat this as either an astral quest or a really severe acid trip).
263/314
-
Bottled Slimer
Equipment — Potion, Alchemy
: Introduce something slippery to the story (this may provide disadvantage, cause disarmed,...).
, 2AP, Sacrifice Bottled Slimer: Open it. Each round the spirit inside the bottle makes an unarmed attack (
dice) against a random being in your aura (5 paces) with the Snaring ([Wands]: target is grappled; use durability for grapple tests) trait. The spirit escapes at the end of the scene.
208/314
-
Bottled Smoke
Equipment — Potion, Alchemy
, 5AP, Sacrifice Bottled Smoke: unopposed Ranged attack: success causes the liquid to turn to smoke that spreads until it fills a ten pace radius circle (5 paces high). The smoke heavily obscures its area for 1 hour or until dispersed by wind. Treat as Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
5/20
199/314
-
Bottled Springtime
Equipment — Potion, Alchemy
: Prevent 
caused by a Herbam spell.
: Spring comes early this year.
a Sun Land.
, 6AP, Sacrifice Bottled Springtime: Add 

to your Mana Pool. Plants sprout up all around you.
22/314
-
Bottled Tentacles
Equipment — Potion, Alchemy
, 5AP: Throw (or open) the bottle. Each round the tentacles inside the bottle make an unarmed attack (they have
dice for all tests) against a being in its aura (5 paces) with the
Snaring ([Court, Wands]: target is grappled; use durability for grapple tests) trait.
If Bottled Tentacles causes a target that it is grappling to become Immobilized, its victim is dragged into the bottle. Then
it.
5/-
23/314
-
Bottled Tree
Equipment — Potion, Alchemy
,
: Add
to your Mana pool.
, Ritual (requires that you perform a short ritual at twilight), Sacrifice Bottled Tree: Quickly grow a tree (it grows one pace per minute to a maximum size of
paces, squared if an arcana is revealed) that withers after twilight (if world is revealed, the tree remains).
242/314
-
Bottled Watcher
Equipment — Potion, Alchemy
: Introduce an interesting detail you may have missed to the story (watcher finds it interesting, you may not).
, 6AP, Sacrifice Bottled Watcher: Free the watcher. It serves you loyally until twilight.
24/314
-
Bounteous Flask
Equipment — Potion, Herbalism
,
: Randomly add
to your Mana pool.
: Pour a few drops into a container to produce enough delicious soup to feed a few people.
, 6AP, Sacrifice Bounteous Flask: Drink to gain a hundred kilos (flip this card and slot it). If poured on prepared food, it erupts into 3d6 more servings of that food (copies are delicious, but have none of the magical properties of the original food, if any).
264/314
-
Briarthorn Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Briarthorn Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
25/314
-
Bubble Potion
Equipment — Potion, Alchemy
: Reroll an Aquam or Swimming test, or get enough airy water in your lungs to breathe anywhere for ten minutes.
, 5AP, Sacrifice Bubble Potion: Ranged attack (blocking or parrying is not effective). If successful, the target is Immobilized in an airy water bubble. Works underwater too, but obviously hard to throw there.
26/314
-
Burrower Venom
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Burrower Venom have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
27/314
-
Caltrops
Equipment — Trap
Concealable (disadvantage to find this item).
, 4AP: Set a Caltrops trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (4 dice) with Razor ([Cups]: target is bleeding) against the target that triggered it. Caltrops remains tapped until recovered.
Recover deployed Caltrops:
Caltrops.
Sacrifice a copper coin:
Caltrops.
287/314
-
Candle in a Box
Equipment — Candle
, 8AP, Sacrifice Candle in a Box: Instantly deploy another Candle (you can choose one in your covenant or grimoire) to the battlefield, ignoring the Ritual keyword (you must still sacrifice it). If necessary, the candle can defend itself against attack: treat this as a Last Chance test that you make (and pay costs for).
28/314
-
Candle of Concentration
Equipment — Candle
Ritual (requires that you perform a short ritual at twilight), Sacrifice Candle of Concentration: As long as this candle burns, you can Sustain a single effect for free (you can sustain an additional effect as normal). Distance between you and the candle does not matter.
29/314
-
Cannon Pack
Equipment
Durability:
.
Encumbrance: 3 (reduces quickness by 3).
: You light the fuse on the 3 pounder cannon strapped to your back and brace for impact. Make an Extremely Hard (20) Strength and Perception test to avoid being Knocked Down and Stunned, respectively. You are Pushed backwards equal to the result of your Damage Die.
!
30/314
-
Carrot Potion
Equipment — Potion, Herbalism
: Reroll a Disease, Perception or Poison test.
: Ritual (requires that you perform a short ritual at twilight), Sacrifice Carrot Potion: Cure baldness or gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single disease.
I think they named the orange before the carrot.
31/314
-
Catnip Potion
Equipment — Potion, Herbalism
Addictive (when you
this card, risk addicted, on
), but only to cats. :)
: Reroll a Perception test.
, 6AP, Sacrifice Catnip Potion: Drink this to see into both the astral and physical plane until twilight, with a range of 10 paces. Your eyes are slightly reflective.
32/314
-
Cave Ear Spores
Equipment — Poison, Airborne
AoE:5 (affects everyone within five paces).
Each target within range must make a Hard (16) Poison Toughness test. If they do not succeed, flip this card.
Buying or Crafting Cave Ear Spores is considered Illegal (when you use this card around others, risk dishonored, on
).
33/314
-
Celandine Ointment
Equipment — Potion, Herbalism
, Ritual (requires that you perform a short ritual at twilight): Rub your feet with this. Mobility +1 (an extra mobility point) until twilight.
, Sacrifice Celandine Ointment: Prevent Blinded.
34/314
-
Charmonde Pastries
Equipment — Food
Keywords: Dessert
While Locked, your party cannot use another Food Equipment. All party members can add an additional technique to their Charm actions.
: Charmonde Pastries becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
35/314
-
Chuspas
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+3].
: Reroll a Healing or Herbalism test.
Woven of llama or alpaca hair and traditionally used to carry herbs and leaves.
273/314
-
Component Pouch
Equipment
Durability:
.
: Quickdraw (drawing this is a free action) a common item that can be used as a spell focus (like a piece of glass, a common gemstone, etc...). If you want something very specific (or expensive), you must
Component Pouch.
274/314
-
Congealed Sunlight
Equipment — Crystal
Durability:
.
, sacrifice Congealed Sunlight, 1 AP: Recover 
. If you lost
from an Auram spell, recover 

instead.
The warm touch of sunlight eases the mind and heartens the body.
297/314
-
Contaminated Water
Equipment — Food
While Locked, your party cannot use another Food Equipment. Add
to all Corruption tests party members need to make.
: Contaminated Water becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
298/314
-
Courage Potion
Equipment — Potion, Alchemy
: Reroll a Fellowship, Weapon Skill or Willpower test.
, 6AP, Sacrifice Courage Potion: Drink to gain Advantage (free reroll) for Fellowship, Weapon Skill and Willpower tests until twilight.
36/314
-
Crumble Pie Dessert
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Intelligence simple tests.
: Crumble Pie Dessert becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
37/314
-
Cryptex
Equipment — Mechanical
Durability:
.
: You become Skilled (+1 die) for Decypher tests until the end of the scene. When you fail a Decypher test this scene, you must succeed a Hard (16) Durability test or the Cryptex is destroyed.
38/314
-
Cunning Potion
Equipment — Potion, Alchemy
: Reroll a Intelligence or Perception test.
, 6AP, Sacrifice Cunning Potion: Drink to gain Advantage (free reroll) for Intelligence and Perception tests until twilight.
39/314
-
Dead Man's Blood
Equipment — Poison
Type: Contact
Restriction: Dead Man’s Blood only affects vampires and their kin (ghouls, etc...).
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Dead Man’s Blood have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
40/314
-
Deadly Fumes
Equipment — Potion, Alchemy
Illegal (when you use this card around others, risk dishonored, on
).
: Death Threshold [+3/27] this scene only.
, 5AP, Sacrifice Deadly Fumes: unopposed Ranged attack that has:
• AoE:5 (affects everyone within five paces).
•
Poisonous ([Court, Cups]: target is poisoned) — Flip this card.
5/20
41/314
-
Death's Heralds

Equipment — Potion, Alchemy
Illegal (when you use this card around others, risk dishonored, on
).
, 6AP, Sacrifice Death’s Heralds: unopposed Ranged attack: success forms a 1 pace radius netherworld moth cloud that moves 1d6 paces at random at the end of each round. Contact with the cloud (avoid with a very hard agility test) causes 1d6
(hatching eggs and burrowing larvae). Creatures killed by Death’s Heralds vanish forever.
5/-
209/314
-
Defying Gravity
Equipment — Potion, Alchemy
Addictive (when you
this card, risk addicted, on
). May cause
(flight of icarus).
: You are Fleet (+1 mobility point, cumulative) this scene.
, 6AP, Sacrifice Defying Gravity: Drink to gain the ability to fly (and fleet) for a scene.
It’s time to trust my instincts, close my eyes and leap!
42/314
-
Distilled Maiden's Tears
Equipment — Potion, Alchemy
Illegal (when you use this card around others, risk dishonored, on
).
, 6AP, Sacrifice Distilled Maiden’s Tears: Drink to gain Advantage (free reroll) for non-directed Magic tests that target you this scene, and opponents have Disadvantage (forced reroll) for Magic Save tests (against you).
Extracted from innocent maidens and processed using questionable means.
43/314
-
Dragon Fruit (Amber)
Equipment
Perishable (disappears at end of session).
, 2AP, sacrifice Dragon Fruit (Amber): Recover 1d6 wounds (
).
Although small, the fruits really still a gnawing hunger.
305/314
-
Dragon Fruit (Green)
Equipment
Perishable (disappears at end of session).
, 2AP, sacrifice Dragon Fruit (Green): Negates your need for sleep. You can stay up during the night without negative effects.
Nothing better than wild flowers to help you through the night.
309/314
-
Dragon Fruit (Purple)
Equipment
Perishable (disappears at end of session).
, 2AP, sacrifice Dragon Fruit (Purple): Prevent
or reroll a Resistance test against poisons.
Bitter to the taste, but good for what ails you.
306/314
-
Dragon Fruit (Red)
Equipment
Perishable (disappears at end of session).
, 2AP, sacrifice Dragon Fruit (Red): Skilled (+1 die) or Advantage (free reroll) for a single condition recovery test (choice of the user).
Invigorating pieces of red sweetness.
308/314
-
Dragon Fruit (Yellow)
Equipment
Perishable (disappears at end of session).
, 2AP, sacrifice Dragon Fruit (Yellow): Recover 1d6 fatigue (
).
A refreshing taste that alleviates the heart and quickens the mind.
304/314
-
Dragon Liqueur
Equipment — Potion, Alchemy
You can
Dragon Liqueur by ritually drawing blood from a Dragon.
, 
: Limit Break (set a single combat pool to
until the end of your next turn) for any Ignem test. Dragon Liqueur becomes Locked (does not untap as normal).
, 6AP, sustained: Make a Ranged vs Block, Dodge test. If successful, inflict
Fire Magic Damage (reduced by mystic armor) and target is Burning while sustained.
44/314
-
Dragonhead Wrench
Equipment
Durability:
.
You may spend one of your resource dice while crafting.
: Reroll a Crafting test.
Only the most skilled and renowned crafters can afford the illustrious tool.
45/314
-
Dreamcatcher Backpack
Equipment
Durability:
.
Encumbrance: 1 (reduces quickness by 1). In the Dreamlands, ignore all encumbrance and you can access the storage pages of your allies and covenant (and bring items back into real space).
Enhances Storage page [+5].
: One use of Offensive Advantage (free reroll or replace) for any duel in the dreamlands.
231/314
-
Dreamweaver Venom

Equipment — Poison
Type: Injected
Perishable (disappears at end of session).
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Dreamweaver Venom have: After a successful attack with at least one wound inflicted, victims must make a Extremely Hard (20) Toughness test or contract an injury. Flip this card.
265/314
-
Dreamwine
Equipment — Potion, Brewing
Those who drink [a cup of] Dreamwine become lethargic and sleepy: every action (that costs at least 5 action points) causes at least
and they have Disadvantage (forced reroll) to resist effects that cause sleep.
: Reroll any test in the Dreamlands.
46/314
-
Drop of Divine Blood
Equipment — Crystal
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
, 
: Reroll a Healing or Faith test.
, sacrifice Drop of Divine Blood: Reduce the recovery time of a single Injury by half.
47/314
-
Druid's Backpack
Equipment
Durability:
.
Encumbrance: 1 (reduces quickness by 1). If you are a Druid or a Dwarf, ignore this (if you are both, you are skilled for quickness tests).
Enhances Storage page [+5].
: Chance to produce
or
(on
) when you encounter a spectacular natural phenomenon.
: Produce a small animal or plant.
266/314
-
Drunkard's Cork
Equipment — Potion, Alchemy
: Drunkard’s Cork will steal the contents of a random drink, poison or potion in your aura (5 paces), depositing it straight into its bottle (this is considered a targeted spell effect). If you clink your bottle to another, it will steal that liquid. Process takes around a minute (slot the card over this and
it, but leave this one
).
An ordinary bottle with a rune stamped cork.
210/314
-
Dwarven Copying Machine
Equipment
Durability:
.
It takes copies of people, and puts them on paper!
I have seized the light. I have arrested its flight.
48/314
-
Dwarven Gramophone
Equipment
It takes copies of conversations or music!
Attributed to Lojan, the dwarfs have perfected the manufacturing process.
49/314
-
Dwarven Satchel
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+4].
: Reroll a Durability test.
Light yet sturdy, bags made by dwarf craftsmen are always in high demand.
50/314
-
Elf Leaf Potion
Equipment — Potion, Herbalism
, 6AP: Drink to reveal the top Trump of the Fate Deck:
• [Arcana]: Bad batch! Suffer 
, then Sacrifice this card.
• [Cups, Pentacles]: Recover 1d6
.
• [Swords, Wands]: Recover 1d6
.
Made from the living leaves of sacred elven trees.
243/314
-
Elven Pack

Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+4].
: Produce the materials to make an Elf Leaf Potion (you still have to make a crafting test).
These bright green packs are made of living leaves and need to be watered regularly.
244/314
-
Elven Saddle
Equipment
Durability:
.
Skilled (+1 die) for Riding tests.
Your Mount has Mobility +1 (an extra mobility point).
: Reroll an Acrobatics or Dodge test.
245/314
-
Emperor’s Breakfast
Equipment — Food
Perishable (disappears at end of session).
While Locked, your party cannot use another Food Equipment. All party members have a single use of Offensive Advantage (free reroll or replace). However, when used, the attack also gains Illusionary ([Arcana]: attack is disbelieved, has no effect).
: Emperor’s Breakfast becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
51/314
-
Exit Potion
Equipment — Potion, Alchemy
: You may teleport this turn (you must still pay mobility points per pace as normal).
, 6AP, Sacrifice Exit Potion: Drink (or pour over an object) to teleport (it) out of the building you are currently in, arriving near the main entrance. If used outdoors, you teleport to the last place you slept in.
52/314
-
Exquisite Candlestick

Equipment
Durability:
.
If you have Exquisite Candlestick equipped, each time you sacrifice a Candle, you may reveal the top card of the Fate Deck. On
, the candle is returned to your grimoire.
219/314
-
Exquisite Lamp

Equipment
Durability:
(counts as Masterwork)
: Increase the Durability of Exquisite Lamp by 1 until the end of the scene.
: You can set up the lamp as a Trap [10AP]. Any Jinn that triggers the trap is imprisoned in the lamp (each lamp can hold a single Jinn). You can talk to the Jinn in the lamp. The Jinn will attempt to escape (fighting against the Durability of the lamp).
: Add Mana of the appropriate type (depends on the trapped Jinn) to your Mana Pool. This might trigger an escape attempt.
254/314
-
Extract of Garlic
Equipment — Potion, Herbalism
: Prevent someone from kissing you.
: Offensive Advantage (free reroll or replace) for Intimidate tests against Vampires until the end of the scene.
, 6AP, Sacrifice Extract of Garlic: Offensive Advantage (free reroll or replace) for Intimidate tests until the end of the scene.
53/314
-
Fadeleaf Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Fadeleaf Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
54/314
-
Fae Offering
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Destined (free redraw of Trump) for Fatigue Threshold checks.
: Fae Offering becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
55/314
-
False Life
Equipment — Potion, Alchemy
: Reroll a Recovery test.
, 6AP, Sacrifice False Life: Drink to enhance Death Threshold [+4/+4] until twilight, but you cannot recover
by any means for a week. Multiple uses of this potion are cumulative, but so are the penalties.
56/314
-
Fancy Lockpick Set
Equipment
Durability:
.
Advantage (free reroll) for Pick Lock tests.
57/314
-
Farmer’s Sickle
Equipment — Tool
Durability:
.
Advantage (free reroll) for Agriculture and Foraging tests.
The sickle had a profound impact on the Agricultural Revolution by assisting in the transition to farming and crop based lifestyle.
58/314
-
Feather Potion
Equipment — Potion, Alchemy
: You are Fleet (+1 mobility point, cumulative) this scene.
, 6AP, Sacrifice Feather Potion: Drink to become light as a feather for a scene. If unencumbered, you can float, carried by the wind and momentum.
Almost flight, but not quite.
59/314
-
Feral Spirit
Equipment — Potion, Alchemy
: Introduce a noble spirit to the story. It puts in a good word for you with another spirit.
, 10AP, Sacrifice Feral Spirit: Ignite the candle (the wick just needs a little friction, like a match) to summon two spirit wolves. These noble beasts won’t fight for you, but they’ll hold off anyone pursuing you long enough for you to make your escape.
60/314
-
Fire Bomb
Equipment — Potion, Alchemy
Keywords: Explosive, Illegal (when you use this card around others, risk dishonored, on
).
, 10 minutes: Make an Alchemy Chemistry test. If successful, the bomb becomes armed (flip it) and will go off if it is moved or otherwise tampered with, or at a time you specify (it inflicts
Fire Magic Damage (reduced by mystic armor) and
Physical Damage (reduced by physical armor), and is powerful enough to destroy several houses). If you roll 
on the test, the bomb goes off as you arm it (oops).
61/314
-
Fire Moth
Equipment — Potion, Alchemy
: Add
to your Mana pool. Fire Moth will flit around you and generally go where you please. Doesn’t usually set very much on fire. Usually.
: Prevent
caused by an Ignem spell.
, Risk
(on
, disadvantage): Extend the Duration or Range of an Ignem spell.
A little jar holding a mostly tame fire elemental.
232/314
-
Fire Water
Equipment — Potion, Alchemy
: Reroll an Aquam or Ignem test.
, 5AP, Sacrifice Fire Water: Ranged attack. If successful, inflict
Fire Magic Damage (reduced by mystic armor). Fire Water will ignite up to 20 square paces of water, making it burn as if it were oil. Devastating in rainy conditions.
5/20
62/314
-
Firebloom Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Firebloom Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
63/314
-
Fish Oil
Equipment — Potion, Alchemy
: Reroll an Aquam or Swimming test.
, 6AP, Sacrifice Fish Oil: Drink to gain the ability to breathe underwater until twilight (if you portion out the potion, this can affect a group of people for about ten minutes or so).
64/314
-
Five Course Meal
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members have Absorb 2 (if a source would deal damage, prevent 2 of that damage) for physical damage.
: Five Course Meal becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
65/314
-
Fly Ointment
Equipment — Potion, Alchemy
: Introduce flies to the story.
, 6AP, Risk
(on
, flesh form), Sacrifice Fly Ointment: Drink to polymorph into a fly until twilight. When you are attacked, you may pay 
to
Limit Break (set a single combat pool to
until the end of your next turn) with your Dodge pool.
Ever wish you could be a fly on the wall?
66/314
-
Flymonger Venom
Equipment — Poison
Type: Injected
Weapons or ammo coated with Flymonger Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
67/314
-
Foolish Crystal
Equipment
Durability:
.
Valuable (can be sold for a silver coin).
Illegal (when you use this card around others, risk dishonored, on
).
When discovered to be a Foolish Crystal, the buyer will be enraged.
68/314
-
Four Leaf Clover Extract
Equipment — Potion, Herbalism
: Reroll a Fellowship test.
, 
: One use of Offensive Advantage (free reroll or replace) in any duel.
, 6AP, 
, Sacrifice Four Leaf Clover Extract: Drink to draw Trumps to fill your Fate Hand.
is equal to the highest value amongst the drawn Trumps.
69/314
-
Frenzy
Equipment — Potion, Alchemy, Stance
Addictive (when you
this card, risk addicted, on
).
, Stance: Sniff to prevent
.
, Sacrifice Frenzy: Inhale all the powder to prevent any Condition, then become Berserk.
233/314
-
Fresh Produce
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Disease Toughness tests.
: Fresh Produce becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
70/314
-
Full Moon Potion
Equipment — Potion, Alchemy
,
: If you howl like a wolf, you may reroll any test.
, 6AP, Sacrifice Full Moon Potion: Drink. This scene, if you howl like a wolf at the start of any turn, you may pay 

to Limit Break (set a single combat pool to
until the end of your next turn).
71/314
-
Gargoyle Candle
Equipment — Candle
Ritual (requires that you perform a short ritual at twilight), Sacrifice Gargoyle Candle: As long as this candle burns, you have Absorb 2 (if a source would deal damage, prevent 2 of that damage) and Advantage (free reroll) for Stealth tests while stationary. Distance between you and the candle does not matter.
72/314
-
Geometric Powder
Equipment — Potion, Alchemy
: A thaumathurgic circle becomes Dependable (advantage for durability and save tests).
, Sacrifice Geometric Powder: This powder, when poured onto the ground, automatically forms a geometric form (chosen by you), drastically cutting the time required to draw a thaumathurgic circle: a single circle ritual or spell can be cast for free, and you have Advantage (free reroll) to do so.
73/314
-
Ghost Vial
Equipment — Potion, Alchemy
: Absorb 2 (if a source would deal damage, prevent 2 of that damage) this round.
, 6AP, Sacrifice Ghost Vial: Drink to become Incorporeal (elemental and physical damage is halved) for a scene. If you die this scene, you become a ghost.
74/314
-
Ghoul Pipes
Equipment
Durability:
.
, technique, 2AP: Make a Very Hard (18) Music test. If successful, anyone listening to your music will not be disgusted or surprised by any meal they are invited to eat (even poison or the rotting flesh of their family will pass without remark). This is a magical and Illegal (when you use this card around others, risk dishonored, on
) effect, and the flute will register as necromantic magic.
These flutes are crafted from the thigh bone of a person that starved to death.
75/314
-
Gluonic Crystals
Equipment — Crystal
Durability:
.
, sacrifice Gluonic Crystals, 2 AP: Make a Light vs Warding test. If successful, the target cannot spend any Movement Points or any Action Points for movement purposes.
T5/T10
246/314
-
Gnomish Party Kit
Equipment — Alchemy
Keywords: Explosive
, 7AP, Sacrifice Gnomish Party Kit: Until the end of the second combat round after this one, all Flaming attacks have Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage) instead.
76/314
-
Grappling Hook
Equipment
Durability:
.
Advantage (free reroll) for Climbing tests (for the whole troupe).
A grappling hook. Use the hook to grapple things.
275/314
-
Grappling Hook (Masterwork)
Equipment
Durability:
.
Skilled (+1 die) and Advantage (free reroll) for Climbing tests (for the whole troupe).
A grappling hook. Use the hook to grapple things.
77/314
-
Greek Fire
Equipment — Potion, Alchemy
, 6AP, Sacrifice Greek Fire: Your weapon gains Flaming ([Wands]: target is burning). Make a Hard (16) Durability test to prevent the weapon of being destroyed at end of combat.
, 6AP,
, Sacrifice Greek Fire: Your weapon gains Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage). Make an Extremely Hard (20) Durability test to prevent the weapon of being destroyed at end of combat.
78/314
-
Gremlin Jar
Equipment — Potion, Hunting
, 5AP: unopposed Ranged attack. If successful, the jar lands where you designate and breaks. The gremlin attacks the nearest thing (on a critical success, an extra gremlin bursts from a nearby gremlin warren). After combat, you may social duel the gremlin. If you win,
this card. If you lose or refuse, the vicious little shit attacks you.
10/-
79/314
-
Grisly Gazpacho
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Necromancy tests.
Illegal (when you use this card around others, risk dishonored, on
).
: Grisly Gazpacho becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
80/314
-
Hand of Glory

Equipment — Candle
Ritual (requires that you perform a short ritual at twilight), Sacrifice Hand of Glory: As long as this candle burns and you carry it, everyone (except you) in its aura (5 paces) is Paralyzed (this is considered a targeted spell effect, anyone that saves or recovers is immune until twilight).
255/314
-
Healer's Satchel
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+4].
: Reroll a Healing or Recovery test.
,
: Prevent
, for yourself or an ally in your aura (5 paces).
220/314
-
Healing Graft
Equipment — Alien
Invulnerable (cannot be broken or destroyed).
Cursed (you cannot remove this card once attuned).
Can be slotted on any page adjacent to an Injury. Adjacent injuries are considered bandaged and braced.
At start of session (or when first applied) either discard Healing Graft (ignoring Cursed) or choose up to two effects of the Injury it is adjacent to that will not be applied.
299/314
-
Healing Salve
Equipment — Potion, Alchemy
: Recover
.
, 10AP, Sacrifice Healing Salve: Apply this salve to gain an immediate Toughness test to end all effects of a single Injury (does not work on
cards) in about an hour.
81/314
-
Heavy Pack
Equipment
Durability:
.
Encumbrance: 2 (reduces quickness by 2). If you are a Dwarf, ignore this.
Enhances Storage page [+7].
: Drop the Heavy Pack to the ground.
: Swap any card in your storage page to the first slot in your storage page.
82/314
-
Hemotoxic Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Hemotoxic Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
313/314
-
Hex Bag
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+3].
You can place a small pouch on a target (usually with a pick pocket test): he or she has Disadvantage (forced reroll) against curses.
: Reroll a Magic test.
221/314
-
Hot Air Balloon
Equipment — Vehicle
Encumbrance: 1 (reduces quickness by 1) while not being used.
: Reveal a {Trump} from the Fate Deck. Reduce travel time (through the air) by half. On
, the winds take an unforeseen turn, and you might end up somewhere completely different.
I don’t think this is Kansas, Toto.
83/314
-
Impressive Earrings
Equipment
Durability:
.
: Reroll a Fellowship or Social test, or roll any characteristic in a social duel.
Where did you get those earrings, darling? They are absolutely fabulous.
84/314
-
Indexation Scroll
Equipment — Scroll
You can slot this equipment in an slot you haven’t purchased on any Equipment Page.
: You become Skilled (+1 die) for Administration tests until the end of the scene.
85/314
-
Inquisitive Satchel
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+2].
: Reroll an Investigation or Search test.
: Produce a detective tool.
Hand me my bag, Watson.
86/314
-
Insect Venom
Equipment — Poison
Type: Injected
Weapons or ammo coated with Insect Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
, sacrifice Insect Venom: Make a Normal (14) Alchemy test to transform this into an Antivenom.
87/314
-
Iron Chef’s Sake Lobster
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members can once per session reroll any one test (twice). This might cause them to become Drunk (on
).
: Iron Chef’s Sake Lobster becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
88/314
-
Jade Amulet
Equipment
Durability:
.
Cost is reduced to two copper coins wile in Easterling lands.
Purity +1 (Reduce the amount of
for any Corruption test by one).
247/314
-
Jade Scarab
Equipment — Charm
Perishable (disappears at end of session).
: Recover 1d6 fatigue (
). You may pay
to
Jade Scarab.
, 2AP, sacrifice Jade Scarab: Until the end of the scene, your weapon or ammo of choice gains:
• Jade (bonus damage die against
creatures).
311/314
-
Jade Statue
Equipment
Cost is reduced to copper wile in Easterling lands.
: Reroll a Resistance or Willpower test against creatures of darkness.
: Reroll any Fellowship test against an Easterling.
, Sacrifice Jade Statue: Prevent all corruption (
) from a single source.
248/314
-
Jellyfish Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Jellyfish Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
89/314
-
Jousting Saddle
Equipment
Durability:
.
Advantage (free reroll) for Riding tests.
: Reduce the difficulty of a Riding test by one level (-2).
, [when jousting]: Reveal the top four Trumps of the Fate Deck. If one of them is {Cups}, you may use it as your Trump this action.
90/314
-
Kingsblood Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Kingsblood Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
91/314
-
Kiss Potion
Equipment — Potion, Alchemy
: Prevent Bleeding.
, 6AP, Sacrifice Kiss Potion: Drink to automatically destroy all Bleeding conditions. Anyone you kiss [2AP] in the next minute also stops all Bleeding.
222/314
-
Knockout Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Knockout Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
92/314
-
Kobe Beef
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Quickness simple tests.
: Kobe Beef becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
93/314
-
Krovod Drumstick
Equipment — Food
While Locked, your party cannot use another Food Equipment. All animal Servants in the party enhance their Death Threshold [+2/24].
: Krovod Drumstick becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
94/314
-
Laboratory Tools
Equipment
Durability:
.
Advantage (free reroll) for Laboratory and Biology tests.
“Nothing has such power to broaden the mind as the ability to investigate systematically and truly all that comes under thy observation in life.” - Marcus Aurelius
95/314
-
Lavender Grandeur
Equipment — Potion, Herbalism
: Double the size of your aura (cumulative).
, 6AP, Sacrifice Lavender Grandeur: Drink to instantly repair and polish your clothing, armor and weapons. Your hair is styled, your nails manicured. You have Advantage (free reroll) for Fellowship, Social and Resistance tests this scene. In addition, you may use the Majesty technique (flip this card) this scene.
96/314
-
Lembas Bread
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Perception tests. If they are Elves, they also have a single use of Limit Break (set a single combat pool to
until the end of your next turn) for a Ranged attack this session.
: Lembas Bread becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
97/314
-
Longevity Potion
Equipment — Potion, Alchemy
is equal to the number of decades of your life, and must be paid in
.
: Reroll a Quickness, Strength or Toughness test.
, 6AP, Sacrifice Longevity Potion: Recover a single point of Decrepitude.
A mix of raw drake egg, sugar and pepper vodka.
223/314
-
Love Potion
Equipment — Potion, Alchemy
: Reroll a Bargain, Charm or Fellowship test.
, Sacrifice Love Potion: Pour into a drink (it tastes slightly sweeter). If drunk, make a Social (with 6 dice) vs. Resistance test (C). If successful, the drinker becomes enamored of the first creature he or she sees (provided the drinker would normally be attracted to the creature’s species and gender). This “affliction” wears off at the end of the current lunar cycle (anyone may pay
to prolong the effect for a year).
234/314
-
Lust
Equipment — Potion, Alchemy
Illegal (when you use this card around others, risk dishonored, on
).
, 6AP,
, Sacrifice Lust: Drink this to experience an overwhelming sensation of sexual desire for 1d6 hours. In melee combat, you make attack rolls with Advantage (free reroll). If the effect lasts for longer than 4 hours, you become Exhausted for 24 hours.
98/314
-
Lycanthrope Salve
Equipment — Potion, Alchemy
, Ritual (requires that you perform a short ritual under moonlight): Apply this salve to Veer into a Dire Wolf. Requires a Hard (16) Alchemy test (if the check fails, you still veer, but temporarily lose control of yourself and go on a bloodthirsty rampage; you automatically semble back at sunrise).
99/314
-
Magic Beans
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Willpower simple tests.
: Magic Beans becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
, sacrifice Magic Beans, 1AP: You can cast Conjure the Sturdy Vine for free (even if you don’t have the spell).
100/314
-
Magic Pouch
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+2].
: Reroll a Magic or Warding test (this reroll is final, though) and recover
if you roll at least one
on the spellcasting test.
224/314
-
Magic Satchel

Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+4].
: Reroll a Magic or Warding test (this reroll is final, though) and recover
if you roll at least one
on the spellcasting test.
225/314
-
Mana Pouch
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+2].
: Extend the Duration or Range of any spell and recover
if you roll at least one
on the spellcasting test.
226/314
-
Mardroeme Potion
Equipment — Potion, Herbalism
: Reroll an Illusion or Memory test.
, 2AP, Sacrifice Mardroeme Potion: Make a Light thrown attack. This thrown attack cannot be Blocked, but can be Resisted. If successful, the target’s attacks gain Illusionary ([Arcana]: attack is disbelieved, has no effect) until they succeed in an Extremely Hard (20) Recovery test costing 3 Action Points.
T5/T10
101/314
-
Masterwork Saddle
Equipment
Durability:
.
Advantage (free reroll) for Riding tests.
102/314
-
Medical Kit
Equipment
Durability:
.
Advantage (free reroll) for Healing and Surgery tests.
: Produce Bandages.
: Prevent
or 
.
: Reroll a Recovery test of an ally within 5 paces.
There may still be time to save him. Fetch my kit!
103/314
-
Message in a Bottle
Equipment — Potion, Alchemy
: Introduce a message to the story.
, Ritual (requires that you perform a short ritual at twilight): Drink this, speak (or write) a message and toss the bottle in a free flowing body of water. Make a Hard (16) Magic test. If successful, the message is delivered to the addressee by twilight. If you fail, the message is lost (or intercepted).
201/314
-
Midaic Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Midaic Venom have: After a successful attack with at least one wound inflicted, victims must make a Extremely Hard (20) Toughness test or contract an injury. Flip this card.
300/314
-
Midnight Kiss Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Midnight Kiss Toxin have:
•
Poisonous ([Court, Cups]: target is poisoned). If successful, flip this card.
• Lethal (critical success on 5+).
104/314
-
Might Potion
Equipment — Potion, Alchemy
: Reroll a Strength or Toughness test.
, 6AP, Sacrifice Might Potion: Drink to gain Advantage (free reroll) for Strength and Toughness tests until twilight.
An orange liquid that smells like alcohol.
105/314
-
Milk of the Poppy
Equipment — Potion, Herbalism
Addictive (when you
this card, risk addicted, on
).
: Recover
(a drop dulls pain).
, 10AP: Slip some of this into a drink (tastes nutty), the drinker must make an Extremely Hard (20) Willpower test to avoid falling into a deep sleep. If you want to affect more than one person, you must Sacrifice Milk of the Poppy.
106/314
-
Mimic Oil
Equipment — Potion, Alchemy
: Add a bit of nail, hair or skin from a humanoid creature (“the subject”) to the oil.
, 10AP, Sacrifice Mimic Oil: Rub the oil over your face. You assume the physical form of “the subject”. You look, sound and feel exactly like the creature until sunset or sunrise (your abilities and possessions remain unchanged).
107/314
-
Miner's Backpack
Equipment
Durability:
.
Encumbrance: 1 (reduces quickness by 1). If you are Dwarf, Miner or Sapper, ignore this.
Enhances Storage page [+5].
: Produce a canary, candle, pick or shovel.
: Reroll a Geology, Mining or Terram test, or any attack with a hammer, pick or shovel.
No take candle!
108/314
-
Mirror Potion
Equipment — Potion, Alchemy
: Reroll a Dodge test.
, 6AP, Sacrifice Mirror Potion: Drink to create a Mirror Image of yourself. It runs out of your body, in a random direction. If you Sustain it, you can control its movements, but it cannot attack (if it stays adjacent to you, then opponents must randomly decide if they attack it or you).
109/314
-
Money Pouch
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+2].
: Reroll a Bargain, Smuggling or Wealth test.
They don’t call me greedy for nothing. I want money. I want women, status, and power. I want everything this world’s selling!
276/314
-
Moon Tea
Equipment — Potion, Herbalism
,
: Prevent Nauseated.
, 6AP, Sacrifice Moon Tea: Drink to recover 
. If you have had a successful tea ceremony today, you may recover 1d6
instead.
Helps ease stomach cramps for women.
110/314
-
Moondrop Pendant
Equipment — Gemstone
Durability:
.
: You ignore all Attacks of Opportunity until the end of the turn. Then Moondrop Pendant makes a Hard (16) Durability test to
, or is destroyed.
267/314
-
Mount Armor
Equipment — Armor
Armor Value: 0/0.
Durability: 4.
Type: Mount.
: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to
it.
• Slash +1 (increased armor value and ignores penetration from slashing attacks).
111/314
-
Mouth Guard
Equipment — Mask
Durability:
.
: Prevent the Poisoned condition (but only from an airborne poison).
: Reroll a Defense test related to breathing.
277/314
-
Mouthful of Blood
Equipment — Food
Perishable (disappears at end of session).
, sacrifice: Recover
.
, sacrifice, 1AP: If you have a Blood page, add Blood Essence to it.
The blood is the life.
301/314
-
Mystic Restraints
Equipment — Trap
Concealable (disadvantage to find this item).
, 4AP: Set a Mystic Restraints trap (circle formed out of piano wire) on a specific square. When triggered (someone steps on it), the target has Mobility -6 (six less mobility points) until the target succeeds in a Extremely Hard (20) Strength test (6 AP). The target also suffers Inaccurate (-1 attack die) for performing ranged attacks.
Recover deployed Mystic Restraints:
Mystic Restraints.
288/314
-
Mystical Paint
Equipment — Potion, Painting
Ritual (requires that you perform a short ritual at twilight). Perception -1 (cumulative).
: Advantage (free reroll) for a magic attack or warding defense.
, 
, Sacrifice Mystical Paint: Limit Break (set a single combat pool to
until the end of your next turn) with Magic or Warding pool.
112/314
-
Natural Potion
Equipment — Potion, Herbalism
: Reroll any Characteristic test.
, 6AP, Sacrifice Natural Potion: Drink to gain Advantage (free reroll) for all simple and opposed tests until twilight.
A smoky and flavorless liquid.
113/314
-
Necromancer's Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Necromancer’s Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
114/314
-
Necromancer’s Satchel
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+3].
: Produce a humanoid body part.
: Take control of an undead servant (with an opposed willpower test if it’s controller is in its aura). You may probe its history.
227/314
-
Necrotic Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Necrotic Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
268/314
-
Nightmare Lily Pollen
Equipment — Poison, Airborne
AoE:5 (affects everyone within five paces).
Each target within range must make a Hard (16) Poison Toughness test. If they do not succeed, flip this card.
Buying or Crafting Nightmare Lily Pollen is considered Illegal (when you use this card around others, risk dishonored, on
).
115/314
-
Nightshade Brew
Equipment — Potion, Herbalism
, 
, Sacrifice Nightshade Brew: Destroy a Poison card (
is equal to the poison’s complexity) or produce Nightshade Poison (
is 5).
This young man he died fair soon
By the light of the hunters’ moon
Not by bolt, nor yet by blade
But by the berries of the woody nightshade
116/314
-
Nightshade Poison
Equipment — Poison
Type: Ingested
Concealable (disadvantage to find this item).
Illegal (when you use this card around others, risk dishonored, on
).
If ingested, the target must make an Extremely Hard (20) Poison Toughness test. If unsuccessful, flip this card and the target becomes afflicted by the Nightshade Poison.
302/314
-
Nobleman’s Meal
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Fellowship simple tests.
: Nobleman’s Meal becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
117/314
-
Oblivion Moss Lipstick
Equipment — Potion, Herbalism
: Reroll a Mentem test.
: Kiss someone while wearing this and they forget something they were just thinking about (this is considered a targeted spell effect). You learn it.
, 2AP, Sacrifice Oblivion Moss Lipstick: Breathe a 5 pace cone of oblivion mist that causes people to forget the last scene (this is considered a targeted spell effect).
118/314
-
Octopus Potion
Equipment — Potion, Alchemy
: Prevent Grappled.
, 6AP, Sacrifice Octopus Potion: Drink to gain Offensive Advantage (free reroll or replace) for Grapple tests until twilight.
119/314
-
One For Every Occassion
Equipment — Potion
Requirement: Potion Mastery.
: Produce a potion from your personal stock that helps with the current situation (usually by giving the person that drinks it advantage, but you can be creative).
: Switch a slotted potion with a potion from your grimoire, for free.
312/314
-
Ophidiophobia Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Ophidiophobia Venom have: After a successful attack with at least one wound inflicted, victims must make a Very Hard (18) Toughness test or contract an injury. Flip this card.
211/314
-
Orchid Viper
Equipment — Potion, Herbalism, Trap
Concealable (disadvantage to find this item) and
Poisonous ([Court, Cups]: target is poisoned).
, 10AP, Sacrifice Orchid Viper: Place and awaken the plant. It is quite lovely so people will want to approach it. When they do, it will attack (
dice, treat as a trap). Its venom is lethal in mere minutes. You may use an Arcane Connection to target a specific victim.
269/314
-
Orihon no Kaiga
Equipment — Tome
Exotic (disadvantage to procure this item, or repair it) when not in Pytharion Empire.
: You become Skilled (+1 die) for Drawing tests until the end of the scene.
120/314
-
Ornate Ear Trumpet
Equipment — Alien
Durability:
.
Fashionable (may provide advantage in social situations).
: Reroll an Alertness test or a sound based Mundane Perception test.
: Reroll a Durability test for Ornate Ear Trumpet.
An ear trumpet crafted from materials not found in Numenera, it speaks to the imagination.
121/314
-
Overhead Trap
Equipment — Trap
Concealable (disadvantage to find this item).
, 4AP: Set a Overhead Trap trap on a specific square (if an overhead structure such as for example a ceiling is available). When triggered (someone walks under it), it makes an unarmed attack (5 dice) with
Razor ([Court, Cups]: target is bleeding) against the target that triggered it. Overhead Trap remains tapped until recovered.
Recover deployed Overhead Trap:
Overhead Trap.
Sacrifice a copper coin:
Overhead Trap.
289/314
-
Owl Tea
Equipment — Poison
Type: Ingested
Concealable (disadvantage to find this item).
Exotic (disadvantage to procure this item, or repair it).
If ingested, the target must make a Impossible (22) Poison Resistance test. If unsuccessful, flip this card and the target becomes afflicted by the Owl Tea.
122/314
-
Pack of Lho Sticks
Equipment — Potion, Herbalism, Stance
Addictive (when you
this card, risk addicted, on
).
,
, Stance: Once per combat round reroll a Magic test.
, 
, Stance: Once per combat round you can
any spell.
is equal to the Complexity of the spell.
The petals of the lotus flower have a powerful narcotic effect when smoked.
123/314
-
Passwall Chalk
Equipment — Potion, Alchemy
: Reroll a Geometry or Mathematics test.
, 10AP, Sacrifice Passwall Chalk: Requires a Hard (16) Geometry test. Draw a doorway on a wall to create an opening that persists just long enough for one person to jump through. Extra people can Risk
(on
, knocked down as you painfully smack into the wall) to jump through too. You can also do the opposite and draw an “extra” lock on a door or window.
124/314
-
Peace Lily Mist
Equipment — Potion, Herbalism
Concealable (disadvantage to find this item). In addition, can be used as a perfume (subtle from a distance, but effective skin to skin).
, 5AP, {S*}: unopposed Ranged test. Target makes a Willpower test or falls asleep.
, 2AP, Sacrifice Peace Lily Mist: Everyone else in your aura (5 paces) risks sleep.
5/-
125/314
-
Peace Paint
Equipment — Potion, Painting
Ritual (requires that you perform a short ritual at twilight). Willpower -1 (cumulative).
: Advantage (free reroll) for a social attack or resistance defense.
, 
, Sacrifice Peace Paint: Limit Break (set a single combat pool to
until the end of your next turn) with Social or Resistance pool.
126/314
-
Pearl Potion
Equipment — Potion, Herbalism
: Completely erase your scent, or one target’s ability to smell.
, 6AP, Sacrifice Pearl Potion: Drink to paralyze your lungs until twilight. Fortunately, you don’t need to breathe anymore. You cannot smell anything or speak (if you do, discard a trump).
249/314
-
Pendulum Trap
Equipment — Trap
Concealable (disadvantage to find this item).
, 4AP: Set a Pendulum Trap trap across three specific squares (if an overhead structure such as for example a ceiling is available) that are in a straight line. When triggered (someone walks under it), it makes an unarmed attack (6 dice) with
Razor ([Court, Cups]: target is bleeding) against the target that triggered it. Pendulum Trap becomes Locked (does not untap as normal) until recovered.
Recover deployed Pendulum Trap:
Pendulum Trap.
Sacrifice a copper coin:
Pendulum Trap.
290/314
-
Peppermint Potion
Equipment — Potion, Herbalism
: Reroll a Bargain, Charm or Recovery test.
, 6AP, Sacrifice Peppermint Potion: Drink to halve the recovery time of your Injuries and Wounds.
Fresh breath guaranteed.
127/314
-
Piece of Wyrdstone
Equipment — Crystal
Durability:
.
Penetration: 3 (ignore three points of armor).
Type: Explosive.
• AoE:2 (affects everyone within two paces).
• Blight (inflicts 
instead of damage).
• Infectuous ([Swords]: target is diseased). If triggered, flip this card.
• Unstable ([Court]: explodes too soon and attack affects you).
• Simple (requires no proficiency).
T5/T15
128/314
-
Pit Trap
Equipment — Trap
Concealable (disadvantage to find this item).
, 10AP: Set a Pit Trap trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with
Trip ([Court, Swords]: target is knocked down) against the target that triggered it.
Just a well concealed hole in the ground.
291/314
-
Poison Antidote
Equipment — Potion, Herbalism
: Reroll a Poison test.
, 6AP, Sacrifice Poison Antidote: Drink to gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single poison.
129/314
-
Poison Flask
Equipment
Durability:
.
: Reroll a Poison test.
, Sacrifice Poison Flask: Reveal a contact Poison Equipment card you have slotted. Your edged weapons automatically have the Poisonous ([Cups]: target is poisoned) trait this scene.
278/314
-
Poison Ring
Equipment
Illegal (when you use this card around others, risk dishonored, on
).
: Make a Quickness vs. Perception test to douse any food unnoticed. If ingested, the target must make a Very Hard (18) Poison Toughness test. If unsuccessful, the target becomes afflicted by a Paralytic Poison. This card becomes Locked (does not untap as normal). Make a Hard (16) Poison Crafting test to
it.
130/314
-
Poisoner's Milk
Equipment — Poison
Type: Ingested
Concealable (disadvantage to find this item).
Illegal (when you use this card around others, risk dishonored, on
)
If ingested, the target must make an Extremely Hard (20) Poison Toughness test. If unsuccessful, flip this card and the target becomes afflicted by the Poisoner’s Milk.
132/314
-
Poisoner’s Kit
Equipment
Durability:
.
Advantage (free reroll) for Crafting (poisons).
, 10 minutes: Produce a common antidote for a Poison Equipment you have slotted.
, 10 minutes: Once per session you refine one of your Contact Poisons. When applied, it gives
Poisonous ([Court, Cups]: target is poisoned) until the end of the session.
131/314
-
Portable Hole
Equipment — Trap
Concealable (disadvantage to find this item).
Enhances Storage page [+1].
, 10AP: Set a Portable Hole on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with
Trip ([Court, Swords]: target is knocked down) against the target that triggered it. Make an opposed Quickness test (costing 2 AP). If successful, the opponent is trapped in the Portable Hole until it succeeds in a Extremely Hard (20) Strength test (costing 6 AP).
292/314
-
Potion Belt
Equipment
Durability:
(you can use this for potion durability tests, instead of
dice).
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+2].
Whenever you sacrifice a potion card, you may replace it with a potion from your Storage page.
279/314
-
Potion of Dutiful Return
Equipment — Potion, Alchemy
Illegal (when you use this card around others, risk dishonored, on
) and quite Poisonous when imbibed.
You can
Potion of Dutiful Return by ritually drawing blood from a Zombie.
, 10AP: Pour into the mouth of a corpse to raise it as a Zombie that stays under your control for 24 hours.
133/314
-
Potion of Skunk Musk
Equipment — Potion, Alchemy
: Increase the difficulty to track you and your companions (astrally or physically) by one level (+2) until you wash off the “interesting” scent.
, 5AP, Sacrifice Potion of Skunk Musk: unopposed Ranged attack: the target must make a Hard (16) Willpower test or become Nauseated.
212/314
-
Proper Witch Hat
Equipment
The Proper Witch Hat lets everyone know you’re a proper witch.
: Add
to you Mana pool only usable to cast or enhance curse and blessing spells.
: Reroll a curse or blessing magic test.
: Reroll a resistance test against curses.
Nobody should mess with a witch wearing the right hat, that’s common knowledge.
228/314
-
Pure Blood
Equipment — Potion, Alchemy
Addictive (when you
this card, risk addicted, on
).
,
: Prevent
.
, 6AP, Sacrifice Pure Blood: Advantage (free reroll) for Agility, Quickness, Strength and Toughness tests and Energize for all tests (if it would cause fatigue, prevent
) this scene. At the end of the scene, make a Disease test or become Diseased (vampirism).
134/314
-
Purification Potion
Equipment — Potion, Alchemy
Valuable (can be sold for a gold coin).
: Reroll a Sanity test.
, 6AP, Sacrifice Purification Potion: Drink and succeed in a Very Hard (18) Fellowship test to destroy a
card. Then suffer F
(not on B) that cannot be prevented.
229/314
-
Purity Potion
Equipment — Potion, Herbalism
: Reroll a Fellowship test.
, 6AP, Sacrifice Purity Potion: Drink to become resistant to corruption until twilight. Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.
250/314
-
Quattro Stagioni Dessert
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Agility simple tests.
: Quattro Stagioni Dessert becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
135/314
-
Red Ones Go Faster
Equipment — Potion, Herbalism
: Shift (maneuver one pace; this replaces the random movement after an attack).
, 6AP, Sacrifice Red Ones Go Faster: Drink to gain Advantage (free reroll) for Quickness tests and Mobility +1 (an extra mobility point) until twilight (you travel a little faster as well).
136/314
-
Red Umbrella
Equipment
Durability:
.
Fashionable (may provide advantage in social situations).
: Prevent getting wet from Weather conditions or Curses.
: Shift (maneuver one pace; this replaces the random movement after an attack) backwards.
137/314
-
Revitalizing Potion
Equipment — Potion, Alchemy
: Injury Save of 6+ (when you suffer an injury, roll
or more to prevent it).
, 6AP, Sacrifice Revitalizing Potion: Drink and make a Toughness test to destroy an Injury card (does not work on
cards). Then suffer 
that cannot be prevented.
138/314
-
Ripened Berries
Equipment — Food
While Locked, your party cannot use another Food Equipment. Every resting day counts double towards recovery times of Torso Injuries for all party members.
: Ripened Berries becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
139/314
-
Robot Brew
Equipment — Potion, Alchemy, Mechanical
: If mechanical, gain a Command Point (until the end of the scene). If not, you are Stunned.
, 6AP: If mechanical, restore 1d6
. If not, suffer 1d6
.
, Sacrifice Robot Brew: Reduce the Complexity of a Terram or Vim spell by
.
Not fit for human consumption. Robot consumption questionable. You should not consume robots.
140/314
-
Rose Water
Equipment — Potion, Herbalism
Ignore the first card (that is not mana) slotted across your Mana pages for the purposes of being astrally detected.
, 6AP, sacrifice Rose Water: Until the end of the scene, Perception tests against you (and your allies) have Disadvantage (forced reroll).
Rose water is a flavored water made by steeping rose petals in water.
141/314
-
Royal Water
Equipment — Potion, Alchemy
, 5AP, Sacrifice Royal Water: Ranged attack (the defender can block or parry, but success forces an extremely hard durability test for the item). If successful, reveal 1d6 Trumps and pick one, the target suffers
Physical Damage (reduced by physical armor).
One of the most corrosive substances in existence, royal water is a blue and red liquid that can be stored only in specially treated glass.
5/20
142/314
-
Runed Saddle

Equipment
Durability:
.
While mounted, you have Absorb 1 (if a source would deal damage, prevent 1 of that damage) for physical damage.
: Prevent an attack against you or your Mount from being Armor-Defeating (
).
256/314
-
Salamander Blood
Equipment — Poison
Type: Contact
After a successful attack, victims must make a Very Hard (18) Toughness test or contract an injury. Flip this card.
At the end of combat, you suffer 1d6
if applied to skin. If it was applied to a weapon, it need to pass a Very Hard (18) Durability test or be destroyed.
143/314
-
Sauce Drenched Noodles
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Weapon Skill simple tests.
: Sauce Drenched Noodles becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
144/314
-
Scorpion Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Scorpion Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
145/314
-
Sculpting Putty
Equipment — Potion, Alchemy
: Skilled (+1 die) for any Crafting test.
: Crafting test, Sacrifice Sculpting Putty: Shape this soft putty however you like, then snap your fingers. The clay sets hard in its current shape, as tough as strong ceramic (
durability). It shatters at twilight or if you snap your fingers again.
146/314
-
Scylla Toxin
Equipment — Poison, Alien
Type: Injected
Weapons or ammo coated with Scylla Toxin have: This poison causes 1 Fatigue (
) on each attack in addition to the normal damage of the attack. After a successful attack with at least one wound inflicted, victims must make a Very Hard (18) Toughness test or contract an injury (Scylla Toxin).
314/314
-
Sea Food Ramen
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members have Mastery (automatic critical success) for Swimming tests.
: Sea Food Ramen becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
147/314
-
Sharpsword Oil
Equipment — Potion, Alchemy
: Reroll a Durability test for an edged weapon.
, 10AP, Sacrifice Sharpsword Oil: Pour this oil over an edged weapon; it gains bonus penetration until twilight (can be used on a bundle of arrows).
Created with enchanted metal filings.
148/314
-
Sheet Music
Equipment
Durability:
.
Virtuoso (You can slot a Song spell or technique adjacent to this card).
: Sacrifice Sheet Music instead of discarding a Trump that you have risked.
Reality is caught by the heartbeats that live between the notes on the paper.
149/314
-
Shield Paint
Equipment — Potion, Painting
Ritual (requires that you perform a short ritual at twilight).
: Advantage (free reroll) for a block defense. If successful, recover 
.
, 
, Sacrifice Shield Paint: Limit Break (set a single combat pool to
until the end of your next turn) with Block pool.
150/314
-
Ship in a Bottle

Equipment — Potion, Alchemy
: Reroll a Sailing or Navigation test.
, 10AP: Pour this potion into the ocean. The model ship inside grows into a three masted, unarmed caravel in a few minutes. At any time, you can pay 
to throw the bottle into the ocean and sail the ship back into it (any occupants are trapped in the bottle).
257/314
-
Ship Wine
Equipment — Potion, Brewing
,
: Prevent the Knocked Down condition.
,
: Reroll any test on a ship, but it is Tiring (+1 complexity).
A true pirate isn’t afraid to sail the red sea.
151/314
-
Shroom Spider Spores
Equipment — Poison, Airborne
AoE:5 (affects everyone within five paces).
Each target within range must make a Normal (14) Poison Toughness test. If they do not succeed, flip this card.
Buying or Crafting Shroom Spider Spores is considered Illegal (when you use this card around others, risk dishonored, on
).
152/314
-
Sifting Pan
Equipment
Durability:
.
Advantage (free reroll) for Search tests in bodies of water.
, visit large body of water: Gain a Copper Coin (on
).
“I’m telling you there is gold in these here parts.” -Retired Prospector
153/314
-
Silver Whistle
Equipment
Durability:
.

: You sharply blow the whistle, causing shape changers who hear it mild pain. Some may be able to hide their pain, but you have Advantage (free reroll) to notice any involuntary reactions.
: Prevent
caused by a
spell.
:
a Music card.
154/314
-
Simulacrum Flask
Equipment — Potion, Alchemy
, 10AP, Sacrifice Simulacrum Flask: Drink this to vomit out a tiny fetus, which quickly grows into a clone of yourself (it has a random mutation and no clothing, gear or weapons). Your clone will only live for 1d6 minutes and knows that it will probably die soon (chest pains, a
may extend its life). A clone can sometimes be persuaded to perform suicidal tasks.
230/314
-
Sixth Sense Paint
Equipment — Potion, Painting
Ritual (requires that you perform a short ritual at twilight). Intelligence -1 (cumulative).
: Advantage (free reroll) for a dodge defense or ranged attack.
, 
, Sacrifice Sixth Sense Paint: Limit Break (set a single combat pool to
until the end of your next turn) with Dodge or Ranged pool.
155/314
-
Skullfire
Equipment — Candle
Ritual (requires that you perform a short ritual at twilight), Sacrifice Skullfire: As long as this candle burns, you have Advantage (free reroll) for Corpus spells. Distance between you and the candle does not matter.
156/314
-
Slave Wagon
Equipment — Vehicle
Durability
.
Enhances Storage page [+2]. You can add (unwilling) Servants to your Storage page. They might try to violently escape at any time.
: After defeating an enemy without killing, you can opt to add it to your Storage page as a Prisoner (up to two).
303/314
-
Sleeping Poison
Equipment — Poison, Ingested
Concealable (disadvantage to find this item).
Buying or Crafting Sleeping Poison is considered Illegal (when you use this card around others, risk dishonored, on
).
If ingested, the target must make a Very Hard (18) Poison Toughness test. If unsuccessful, flip this card and the target becomes afflicted by the Sleeping Poison.
157/314
-
Slumber Slaughter Extract
Equipment — Potion, Alchemy
: Reroll an Alertness test.
: You do not need sleep to feel refreshed in the morning. However, each consecutive night Slumber Slaughter Extract is used, you risk becoming Addicted (on
).
, 1AP, Sacrifice Slumber Slaughter Extract: Prevent Exhausted and recover 


.
270/314
-
Small Pouches
Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+2].
: Produce a mundane
component from the Small Pouches.
: Swap any card in your storage page to the first slot in your storage page.
280/314
-
Smoke Bomb
Equipment — Potion, Alchemy
Keywords: Explosive
Quickdraw (drawing this is a free action).
, 2AP, Sacrifice Smoke Bomb: You can vanish in a cloud of smoke after throwing this item to the ground. Recover
and make a Stealth test. People cannot see you in the smoke (or when you sneak out) unless they first succeed in an opposed Perception vs. Stealth test.
202/314
-
Snake Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Snake Venom have: After a successful attack with at least one wound inflicted, victims must make a Normal (14) Toughness test or contract an injury. Flip this card.
213/314
-
Snecko Oil
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Snecko Oil have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
Perhaps you’d like to see how snakelike I can be!
158/314
-
Soul of an Empress
Artifact — Mythic Crystal
Durability:
.
, sacrifice Soul of an Empress: The crystal acts as if it were {The Empress}.
, sacrifice Soul of an Empress: Add 

to your Mana Pool.
271/314
-
Sourleaf
Equipment — Potion, Herbalism, Stance
Addictive (when you
this card, risk addicted, on
).
: Reroll an Intimidate test.
, Sacrifice Sourleaf, Stance: Chew and spit to recover
once per combat round (until you drop the stance), as Sourleaf dulls the pain.
Chewing the leaves of this plant turns one’s mouth and teeth red like blood.
159/314
-
Spell Ward Draught
Equipment — Potion, Alchemy
: Reroll a Magic Save or Warding test.
, 6AP, Sacrifice Spell Ward Draught: Drink to gain a Magic Save of 1+ (before defense, roll 1 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). Lasts until you go to sleep or until used.
160/314
-
Spider Potion
Equipment — Potion, Herbalism
: Reroll an Agility test.
, 6AP, Sacrifice Spider Potion: Drink to gain Advantage (free reroll) for Poison tests and Mastery (automatic critical success) for Climbing tests until twilight.
No, ‘t is not made of spiders, but of the tall reeds spiders like to make their web in.
161/314
-
Spider Venom
Equipment — Poison
Type: Injected
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Spider Venom have: After a successful attack with at least one wound inflicted, victims must make a Normal (14) Toughness test or contract an injury. Flip this card.
214/314
-
Spirit Bag

Equipment
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Enhances Storage page [+5].
The cantankerous spirit bound to this bag will bite thieves (
dice).
: One use of Offensive Advantage (free reroll or replace) in any duel against a spirit.
258/314
-
Spirit Candle
Equipment — Candle
Ritual (requires that you perform a short ritual at twilight), Sacrifice Spirit Candle: As long as this candle burns, spirits will not enter the room it is in (they are able to enter the room, they just find it very distasteful).
162/314
-
Spitting Snake Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Spitting Snake Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
215/314
-
Spyglass
Equipment — Tool
Durability:
.
Advantage (free reroll) for Navigation and Sailing tests.
“I spy with my long brass eye...”
163/314
-
Standard Rations
Equipment — Food
While Locked, your party cannot use another Food Equipment.
Abundant (to acquire you may reveal a copper coin instead of spending it).
: Standard Rations becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
164/314
-
Stolen Breath
Equipment — Potion, Alchemy
: Recover 
.
, 6AP, Sacrifice Stolen Breath: Drink to catch “the air” [1AP, Reaction, Sustained] (like a breath attack, gases or strong winds), then breathe it out whenever you want. You are immune to any negative effects of inhaled things. Alternatively, if you can kiss someone, you can suck out their breath (they take 3d6
, this is considered a targeted spell effect). Lasts until twilight, or until used.
165/314
-
Stone Potion
Equipment — Potion, Alchemy
: Prevent the Stunned condition.
, 6AP, Sacrifice Stone Potion: Drink to set your Physical and Mystic Armor Rating to 3 until twilight.
166/314
-
Stoneskin Salve
Equipment — Potion, Alchemy
: Absorb 1 (if a source would deal damage, prevent 1 of that damage) this round.
: Ritual (requires that you perform a short ritual at twilight), Sacrifice Stoneskin Salve: Rub this salve all over your body to gain Immunity to Armor Defeating Hits and Bleeding until twilight.
167/314
-
Stopwatch
Equipment
Durability:
.
: Produce a Command Point (until the end of the scene).
168/314
-
Storm Chaser
Equipment — Potion, Alchemy
: Ignore the effects of an environmental card (others around you are still affected).
, 6AP, Sacrifice Storm Chaser: Drink this to retrieve the Stormy card (whereever it is) and slot it for free (if you already have it slotted,
it).
Best drank after a stiff gale.
169/314
-
Strawberry Potion
Equipment — Potion, Herbalism
: Reroll an Intelligence test.
, Sacrifice Strawberry Potion: Gain a free Recovery Test with Intelligence ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end Bleeding.
170/314
-
Streetspice
Equipment — Potion, Herbalism, Stance
Addictive (when you
this card, risk addicted, on
).
, Stance: Once per combat round reroll any test, but your next two tests are Tiring (+1 complexity).
, 6AP, Sacrifice Streetspice: Advantage (free reroll) for all tests this scene.
171/314
-
Stuffed Wild Boar
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Strength simple tests.
: Stuffed Wild Boar becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
172/314
-
Superior Glue
Equipment — Potion, Alchemy
, 5AP, Sacrifice Superior Glue: Ranged attack (the defender can block or parry, but success will make the item immobilized). If successful, the target is Immobilized and has Disadvantage (forced reroll) for Strength tests.
5/20
216/314
-
Supply Crate
Equipment
Durability:
.
Encumbrance: 2 (reduces quickness by 2). This can be divided over two persons (or mounts).
Enhances Storage page [+6].
Reduce the Encumbrance across all items stored in your Storage page by 2.
: Produce a week’s worth of rations for the entire party.
173/314
-
Surgeon’s Scalpel
Equipment
Durability:
.
Valuable (can be sold for a silver coin).
Advantage (free reroll) for Surgery tests.
A tool for cutting into people in the sometimes vain attempt to make them feel a little bit better.
174/314
-
Swift Potion
Equipment — Potion, Alchemy
: Reroll an Agility or Quickness test.
: You have Mobility +1 (an extra mobility point) this round and the next.
, 6AP, Sacrifice Swift Potion: Drink to gain Advantage (free reroll) for Agility and Quickness tests until twilight.
A shimmering silver liquid.
175/314
-
Tansy Tea
Equipment — Potion, Herbalism
: Abort or prevent a pregnancy.
: Repel insects until twilight.
,
: Reroll an Agriculture or Disease test. Tansy Tea can cause mild irritation of the skin, but is extremely toxic to internal parasites (you have advantage when dealing with them until twilight).
251/314
-
Taster Demon
Equipment — Potion, Alchemy
: The small demon in this vial (a grumpy slug with teeth) is a connoisseur of poisons and knows them all by smell or taste. It will gladly tell you all about them (in a much louder voice than you’d expect) if you “give it a taste”.
, Risk
(on
), Sacrifice Taster Demon: Destroy a Poison card.
176/314
-
Tears of Nimeara
Equipment — Potion, Alchemy
, 6AP, Sacrifice Tears of Nimeara: Drink to gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single disease or poison. You have Advantage (free reroll) for this test. Tears of Nimeara also heals 1d6
or
caused by disease or poison (even if your test fails).
217/314
-
Thistle Tea
Equipment — Potion, Herbalism
Each time you fail to craft Thistle Tea, you may make another test to create a Blood Thistle Toxin.
, 6AP, Sacrifice Thistle Tea: Drink to recover 1d6
(injuries are not affected).
Carefully brewed from the berries of the very poisonous blood thistle.
177/314
-
Thrall's Potion
Equipment — Potion, Alchemy
Illegal (when you use this card around others, risk dishonored, on
).
, 10AP, Sacrifice Thrall’s Potion: Pour this into the ear of any humanoid character to make them docile and willing to act on anyone’s command indefinitely (a willpower test to break the effect is granted whenever the thrall is forced to act against their nature).
235/314
-
Thunderbolt Potion
Equipment — Potion, Alchemy, Technique
: Reroll a Strength test.
, Technique: Your melee or unarmed attack has Damage +2 (roll two extra damage dice). If you miss, this carries over to your next attack.
, 6AP, Sacrifice Thunderbolt Potion: Drink to gain Advantage (free reroll) for Damage and Strength tests until twilight.
178/314
-
Tinker’s Tote
Equipment
Durability:
.
Encumbrance: 1 (reduces quickness by 1). If you are an Engineer, ignore this.
Enhances Storage page [+2].
Skilled (+1 die) for Repair (mechanical) tests.
: Reroll any test by a Mechanical or Clockwork Servant or Companion.
179/314
-
Training Manual
Equipment — Tome
You can only use one Training Manual at any one time.
Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
: Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
180/314
-
Transposition Potion
Equipment — Potion, Alchemy
: Maneuver clockwise around an adjacent opponent until you are no longer Flanked (you can become so again after this).
, 6AP, Sacrifice Transposition Potion: Drink while staring at an object or person to switch places with them (this is considered a targeted spell effect, and the target cannot weigh more than one tonne).
20/-
181/314
-
Trapping Net
Equipment — Trap
Concealable (disadvantage to find this item).
, 7AP: Set a Trapping Net trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with
Snaring ([Court, Wands]: target is grappled; use durability for grapple tests) against the target that triggered it. Trapping Net remains tapped until recovered.
Recover deployed Trapping Net:
Trapping Net.
Sacrifice a copper coin:
Trapping Net.
293/314
-
Trapping Vines
Equipment — Trap
Concealable (disadvantage to find this item).
, 4AP: Set a Trapping Vines trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with
Snaring ([Court, Wands]: target is grappled; use durability for grapple tests) against the target that triggered it. Trapping Vines remains tapped until recovered.
Recover deployed Trapping Vines:
Trapping Vines.
Sacrifice a silver coin:
Trapping Vines.
294/314
-
Tree Root Crystal
Equipment
Durability:
.
, sacrifice Tree Root Crystal, 1 AP: You cast Conjure the Sturdy Vine without paying its cost (or even possessing the spell).
Trees spring forth wherever you place this crystal in the dirt.
182/314
-
Twilight Spores
Equipment — Poison, Airborne
AoE:5 (affects everyone within five paces).
Each target within range must make a Hard (16) Poison Toughness test. If they do not succeed, flip this card.
Buying or Crafting Twilight Spores is considered Illegal (when you use this card around others, risk dishonored, on
).
183/314
-
Vadwah Crystal
Equipment — Alien Crystal
Durability:
.
: Reroll an Astronomy, Planar or Teleport test. You feel the fabric of space around crackle a little bit.
, sacrifice Vadwah Crystal: Create a Void Rift on a random spot within two paces of your location. Anything in that location needs to make an Extremely Hard (20) Acrobatics Quickness test or become Lost in Time and Space.
184/314
-
Vanity’s Grasp

Equipment — Trap, Mirror
Concealable (disadvantage to find this item).
Astral (can only be detected with Astral Sight).
, 10 minutes: Transform any {mirror} into a Vanity’s Grasp trap. When triggered (someone stares into it), it makes an grapple attack (6 dice) against the target that triggered it. Vanity’s Grasp remains tapped until recovered.
: Cut your hand and smear the blood over the back of the mirror. The trap is deactivated, releasing any grappled target.
Vanity’s Grasp.
295/314
-
Vegetable Stew
Equipment — Food
While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Perception simple tests.
: Vegetable Stew becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
185/314
-
Vial of Poison
Equipment
Durability:
.
: Reroll a Poison test.
, Sacrifice Vial of Poison: Reveal an ingested Poison Equipment card you have slotted. A copy of it is in the vial ready for immediate use. The poison is well mixed: it has an additional Concealable (disadvantage to find this item) trait.
281/314
-
Vitae Vial
Equipment — Potion, Alchemy
, sacrifice Vitae Vial: Gather
or
.
, 6AP, Sacrifice Vitae Vial: Make a Hard (16) Toughness test. If successful, for every
you roll, recover
. If you fail, you are Nauseated.
The bottled life essence of a sentient being.
186/314
-
Vitality Potion
Equipment — Potion, Alchemy
, 6AP, Sacrifice Vitality Potion: Reverse 1d6 points (reduced by the current decrepitude of the drinker) of magical Decrepitude suffered in the last 24 hours. This potion has no permanent effect on aging.
187/314
-
War Paint
Equipment — Potion, Painting
Ritual (requires that you perform a short ritual at twilight). Fellowship -1 (cumulative).
: Advantage (free reroll) for a melee or unarmed attack. If you are Berserk, gain Offensive Advantage (free reroll or replace) instead.
, 
, Sacrifice War Paint: Limit Break (set a single combat pool to
until the end of your next turn) with Light or Melee pool.
188/314
-
Waterskin
Equipment
Durability:
.
Abundant (to acquire you may reveal a copper coin instead of spending it).
, [drink]: Recover
.
A convenient, sturdy and refillable leather bag. It can hold enough water to sustain you for an entire day. You can carry two of these (each additional skin will increase your encumbrance by 1 point).
282/314
-
Whetstone
Equipment
Durability:
.
Your slashing weapons automatically have Sharp (armor penetration +1).
Flesh never beats steel.
283/314
-
Whisper Powder
Equipment — Potion, Alchemy
, 10AP, Sacrifice Whisper Powder: Pour on the ground (you have enough to surround a large room). Noise made inside the circle is never louder than a whisper to those outside the circle.
: 5AP, Sacrifice Whisper Powder: unopposed Ranged test. Sound in its aura (5 paces) is muffled. This prevents
.
189/314
-
White Honey
Equipment — Potion, Herbalism
: Ignore the Addictive trait this round or recover from inebriation or a hangover.
, 6AP, Sacrifice White Honey: Drink to gain a free Recovery Test with Fellowship ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) against any condition.
252/314
-
White Raffard's Decoction
Equipment — Potion, Alchemy
: Reroll a Magic or Warding test.
, 10AP, Sacrifice White Raffard’s Decoction: Pour over an enchanted object or person, White Raffard’s Decoction acts as a Dispel Magic (the spell has disadvantage).
190/314
-
Whiteleaf Smoke
Equipment — Potion, Herbalism, Stance
Addictive (when you
this card, risk addicted, on
).
, Stance: Once per combat round prevent
(or 
from a magical action).
, Sacrifice Whiteleaf Smoke: Reroll a Magic test, twice.
Burned lotus petals have a powerful effect on magi, but can be addictive.
191/314
-
Whiteleaf Toxin
Equipment — Poison
Type: Contact
Illegal (when you use this card around others, risk dishonored, on
).
Weapons or ammo coated with Whiteleaf Toxin have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
192/314
-
Willow Potion
Equipment — Potion, Herbalism
: Prevent Knocked Down.
,
: Prevent Stunned.
, 6AP, Sacrifice Willow Potion: Drink to increase your Size by [+1/2] until the end of the scene (a size advantage may give you a bonus die in some situations).
193/314
-
Wineskin
Equipment
Durability:
.
, [drink]: Recover 
, then make a Hard (16) Drinking test or become inebriated enough for some penalties.
A convenient, sturdy and refillable leather bag. It can hold enough wine to get you very drunk. You can carry two of these (each additional skin will increase your encumbrance by 1 point).
284/314
-
Witcher's Wine
Equipment — Poison
Type: Contact
Weapons or ammo coated with Witcher’s Wine have:
• Poisonous ([Cups]: target is poisoned). If successful, flip this card.
A shame to waste it on monsters.
194/314
-
Wolf Potion
Equipment — Potion, Alchemy
, 

, 

: Limit Break (set a single combat pool to
until the end of your next turn). If your target is Flanked, you may reduce this cost by 
, 
or 
.
, 6AP, Sacrifice Wolf Potion: Your unarmed attacks are Murderous (critical success on 4+) this scene.
195/314
-
World Atlas
Equipment
Durability:
.
Wanderlust (you can slot a land adjacent to this card).
Greatly reduce travel time between locations you have already visited.
196/314