Item Compendium
Weapons
Weapons are your primary means of dealing physical damage. A Demigod can only have one weapon equipped at a time.
- Melee Weapons: Designed for close combat. You can only attack targets in Melee Range (adjacent spaces).
- Ranged Weapons: Designed for distance. You can attack targets in your Line of Sight.
Note: You cannot equip a Shield while using a Ranged Weapon, and you can attack diagonally with ranged weapons.
- Magical Weapons: These primarily augment your spellcasting. They determine the range of your Battle Card attacks (usually Perception) and grant a stat called Spell Power.
Spell Power Focus
When you first equip a Magical Weapon that grants Spell Power, you must immediately choose ONE of the following categories. The weapon's bonus will apply to that category for the rest of the duel:
- Spell Attack Value: Increases the damage dealt by your Aggressive spells.
- Spell Defense Value: Increases the value of your Defensive reaction spells.
- Spell Healing Amount: Increases the total Health (HP) restored by your spells.
- Spell Shielding Amount: Increases the total Armor Points (AP) granted by your spells.
- Minion Attack Value: Increases the attack your minions deal when you play a Battle Card for them.
- Minion Defense Value: Increases the defense of your minions when you play a Battle Card for them.
Armor and Shields
Armor protects your Health by providing Armor Points (AP).
- Armor Points (AP): When you take damage, subtract it from your AP first. Only when your AP reaches 0 does the remaining damage hit your HP.
- Shields: Unlike body armor, Shields provide a Defense Value Bonus. This bonus is added to the value of any Battle Card you play to defend.
- The Armor Slot: You only have one Armor Slot. You must choose between wearing heavy body armor for high AP or carrying a Shield for better active defense.
Trinkets and Consumables
Magical Trinkets
Trinkets are enchanted jewelry or small artifacts that provide passive benefits.
- Passive Power: Unlike weapons or armor, Trinkets usually don't require an action to "use." Once equipped, their effect is always active.
- Limit: You may only have one Magical Trinket equipped at a time.
Consumables
Consumables are items that are destroyed or "spent" after use. Using a consumable costs 1 SAP and requires a "Use Consumable" Inventory Card.
- Potions & Elixirs: Provide immediate restoration, such as healing HP or curing Poison/Disease Ticks.
- Scrolls: Single-use magical spells. Using a scroll allows you to cast a powerful spell without needing a Demayth Card.
- Bombs: Thrown items that create Area of Effect (AOE) explosions or clouds of smoke.
Special Rules for Special Arrows
Special arrows are unique consumables that enhance your Ranged Weapon attacks. To use a special arrow, follow these steps:
-
Load (1 SAP): Play a "Use Consumable" Inventory Card and spend 1 SAP. Select the special arrow you wish to load from your Inventory. Only one special arrow can be loaded at a time.
-
Free Attack: Once loaded, you may make one ranged Battle Card attack as a free action (0 SAP). This attack uses your Ranged Weapon's bonus plus the arrow's unique Attack Bonus.
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Impact: If the free attack hits, apply the arrow’s unique Impact effect (such as Poison or Armor Piercing). This consumes one "Use" of the arrow.
Item Destruction
Some powerful spells or acid-based attacks can destroy your items. If an item is destroyed, it is crossed off your sheet and cannot be used for the rest of the duel unless you use specific "Restoration" magic to mend it.
Armor
Armor provides Armor Points (AP) which absorb damage before it reaches your Health Points (HP). Equipping armor costs 1 SAP and an Armor Equip Inventory Card, unless the item possesses the Battle Ready enchantment.
Important Equipping Rules
- Armor Slot: A Demigod may only have one Armor item (or Shield) equipped at a time.
- Replacement: Equipping a new piece of armor automatically unequips the previous one, returning it to your Inventory with the same AP it had when it was equipped.
Padded Armor (Common)
- Armor Points: 5 AP
- Geni Cost: 150
- Enchantment (Battle Ready): This item starts the duel already equipped to your Demigod. It costs 0 SAP and requires no card during setup.
Basic quilted padding, offering a modest degree of protection for novices.
Leather Armor (Uncommon)
- Armor Points: 10 AP
- Geni Cost: 300
- Enchantment (Battle Ready): This item starts the duel already equipped to your Demigod. It costs 0 SAP and requires no card during setup.
Hardened leather segments provide reliable defense without overly restricting movement.
Enchanted Armor (Rare)
- Armor Points: 15 AP
- Geni Cost: 600
- Enchantment (Regeneration): Your Demigod is healed for 1 point of Hp at the start of each rotation.
This finely crafted plate is subtly imbued with restorative magic that slowly mends the wearer's wounds.
Demigod Armor (Legendary)
- Armor Points: 20 AP
- Geni Cost: 1200
- Enchantment 1 (Greater Regeneration): Your Demigod has 2 points of HP restored at the start of each of their turns.
- Enchantment 2 (Gathering Power): You may draw 1 card as a free action (0 SAP) at the start of each of your Demigod's turns.
Masterwork plate fit for a Demigod, pulsating with potent energies that sustain and empower its wearer.
Shields
Shields are a special type of armor focused on active defense, providing a Defense Value Bonus. This bonus is added to the Defense Value of a Battle Card when you play that card to defend against an attack.
Important Shield Rules
- The Armor Slot: Shields use the primary Armor Slot. A Demigod can only have one item equipped in the Armor Slot at a time, meaning you cannot equip both standard Armor and a Shield simultaneously.
- Ranged Weapon Restriction: Shields cannot typically be equipped alongside Ranged Weapons unless the shield itself (such as the Mythril Buckler) permits it.
- Equipping: Equipping a shield costs 1 SAP and an Armor Equip inventory card unless it has the Battle Ready enchantment.
Common Buckler (Common)
- Defense Value Bonus: +1
- Geni Cost: 150
- Enchantment (Battle Ready): This item starts the duel automatically equipped, costing no SAP or Inventory Card during setup.
A small, light shield, offering basic protection and always ready for a skirmish.
Iron Round Shield (Uncommon)
- Defense Value Bonus: +2
- Geni Cost: 300
- Enchantment (Sturdy): When defending with a Battle Card against an attack, you may discard 1 card from your hand to gain an additional +1 Defense Value bonus against that specific attack.
A sturdy iron shield, providing reliable defense that can be further reinforced through quick thinking.
Mythril Buckler (Rare)
- Defense Value Bonus: +4
- Geni Cost: 600
- Enchantment (Lightweight): Your Demigod may equip this shield even when wielding a Ranged Weapon.
An impossibly light yet strong buckler crafted from mythril, offering protection without hindering ranged attacks.
Shield of the Guardian Angel (Legendary)
- Defense Value Bonus: +6
- Geni Cost: 1200
- Enchantment 1 (Angelic Protection): Once per rotation, when your Demigod is targeted by a Spell, they may use their Reaction to negate the effects of that spell.
- Enchantment 2 (Divine Intervention): Once per game, when your Demigod would be reduced to 0 HP, they are instead reduced to 1 HP.
A blessed shield said to be watched over by a guardian angel, offering divine protection and a final reprieve from the grasp of death.
Potions & Elixirs
Consumables are single-use or limited-use items. To use a consumable, spend 1 SAP and play a "Use Consumable" Inventory Card during your Action Phase.
Healing Potions
Favored for their restorative properties, these potions are essential for surviving long duels.
1. Ruby Potion (Common)
- Effect: Your Demigod is healed for 3 HP.
- Geni Cost: 50 | Uses: 3
A simple distillation of life-essence, effective for mending the minor scuffs and scrapes of a common skirmish.
2. Greater Ruby Potion (Uncommon)
- Effect: Your Demigod is healed for 5 HP.
- Geni Cost: 150 | Uses: 3
Viscous and warm, this brew is a staple for veterans who know that a deep wound can end a legend prematurely.
3. Superior Ruby Potion (Rare)
- Effect: Your Demigod is healed for 7 HP.
- Geni Cost: 300 | Uses: 3
A radiant, pulsing liquid that seems to hum with the World-Mother's own vitality, capable of knitting flesh back together in seconds.
Energy Potions
These cerulean liquids invigorate the mind, allowing for a surge of tactical inspiration.
1. Minor Azure Potion (Common)
- Effect: Draw 1 card immediately. Additionally, at the start of your next 2 rotations, you may draw 1 card as a free action (Total 3 cards).
- Geni Cost: 150 | Uses: 3
A sharp tang on the tongue that clears the fog of war just enough to help a Demigod visualize their next move.
2. Azure Potion (Uncommon)
- Effect: Draw 1 card immediately. Additionally, at the start of your next 3 rotations, you may draw 1 card as a free action (Total 4 cards).
- Geni Cost: 300 | Uses: 3
The cerulean liquid tastes of ozone and ancient parchment, sharpening the mind for a sustained tactical advantage.
3. Greater Azure Potion (Rare)
- Effect: Draw 3 cards immediately.
- Geni Cost: 600 | Uses: 3
An overwhelming surge of clarity that connects the mind to the grand tapestry of fate in a single, brilliant moment.
Elixirs
1. Elixir of Rest (Common)
- Effect: Choose 1 card from your discard pile and add it to your hand.
- Geni Cost: 150 | Uses: 3
A soothing draft that helps the mind recall discarded strategies and forgotten maneuvers.
2. Hex Breaker Elixir (Uncommon)
- Effect: Upon use, your Demigod is immune to the effects of the next aggressive spell played against them.
- Geni Cost: 300 | Uses: 3
Bitter and cold, this elixir creates a brief spiritual barrier that causes hostile magic to slide off the soul like water off a stone.
3. Elixir of the Scholar (Rare)
- Effect: You may immediately discard any number of cards from your hand and draw that many new cards.
- Geni Cost: 600 | Uses: 3
For the master who knows that a clean slate is often the most powerful weapon in a library—or a battlefield.
Scrolls
Scrolls contain bound magical energy, allowing a one-time use of specific effects. The Demigod using the scroll is considered the caster.
Blank Scroll (Common)
- Preparation: Before the duel begins, choose any 1 spell from any Demayth Grimoire and inscribe its name onto this scroll.
- Usage: Using this scroll allows you to cast the inscribed spell as if you had played the appropriate Demayth Card. Costs 1 SAP for Actions; uses Reaction timing for Reactions.
- Geni Cost: 50 | Uses: 1
A piece of high-quality parchment awaiting the ink of a creative mind.
Scroll of Recalling Support (Uncommon)
- Effect: Choose one of your defeated Minions. Return it to the battlefield with half of its original HP (rounded down) in an unoccupied space adjacent to your Demigod.
- Geni Cost: 150 | Uses: 1
The ink glows as the words are spoken, dragging a fallen servant back from the brink of the void.
Scroll of Mass Banishment (Rare)
- Effect: All enemy non-Champion Minions currently on the battlefield within Perception range of your Demigod are instantly destroyed.
- Geni Cost: 300 | Uses: 1
A word of command that resonates with divine authority, shattering the connection between lesser minions and their masters.
Scroll of Disintegration (Legendary)
- Effect: Target any 1 Demigod within Perception range. All items currently equipped by the target Demigod are instantly destroyed.
- Geni Cost: 600 | Uses: 1
The ultimate rejection of artifice. Steel, leather, and crystal simply crumble into ash.
Bombs
Bombs are thrown items that affect a targeted space and potentially adjacent spaces.
Smoke Bomb (Common)
- Effect: Target 1 space within LOS. Create a 3x3 cloud of smoke for 2 rotations. Line of Sight is blocked into, out of, and through the smoke.
- Geni Cost: 150 | Uses: 3
A simple alchemical mixture that buys a Demigod the most precious resource: time.
Impact Potion Bomb (Uncommon)
- Effect: All characters (allies and enemies) in the target space and all adjacent spaces are attacked with an Attack Value of 5. Resolve each attack separately.
- Geni Cost: 300 | Uses: 3
A volatile red liquid housed in brittle glass, designed to shatter and sear.
Acid Vial Bomb (Rare)
- Effect: Make a ranged attack against 1 Demigod within LOS with an Attack Value of 7. If this attack hits, you may choose to destroy 1 item currently equipped by the target.
- Geni Cost: 600 | Uses: 3
A hissing green vitriol that hungry for the metal of an opponent's armor.
Alchemic Hellfire Bomb (Legendary)
- Effect: Target 1 character within LOS. Make an attack with an AV of 10. Then, make a separate attack with an AV of 7 against all other characters adjacent to the initial target.
- Geni Cost: 1200 | Uses: 3
A tiny, contained supernova that turns the surrounding battlefield into a furnace.
Special Arrows
Special arrows enhance Ranged Battle Card attacks with unique impact effects.
Usage Mechanics
- Load (1 SAP): Play a "Use Consumable" card. Only one special arrow can be loaded at a time; loading a new one replaces the previous one.
- Free Attack (0 SAP): Once loaded, make one ranged Battle Card attack (by playing a Battle card) as a free action.
- Impact: If the free attack hits, apply the effect and consume one Use.
Poison Tip Arrows (Common)
- Geni Cost: 150 | Attack Bonus: +2 | Uses: 12
- Effect: Target receives 1 Poison Tick on hit.
The tips are dipped in the bile of the swamp-lurkers, ensuring that every scratch carries a lingering bite.
Acid Arrows (Uncommon)
- Geni Cost: 300 | Attack Bonus: +2 | Uses: 12
- Effect: On hit, you may choose to destroy 1 item equipped by the target.
Glass-tipped shafts containing a pressurized corrosive. Upon impact, the target's gear begins to sizzle and melt.
Piercing Tip Arrows (Rare)
- Geni Cost: 600 | Attack Bonus: +2 | Uses: 12
- Effect: The free attack ignores 5 AP from the target's equipped Armor items.
Needle-thin mythril points designed to find the gaps in even the heaviest plate.
Death Tip Arrows (Legendary)
- Geni Cost: 1200 | Attack Bonus: +4 | Uses: 3
- Effect: Target receives double damage from the attack on hit.
Cursed arrows that resonate with the frequency of the ending. When they strike, they don't just wound—they conclude.
Magical Trinkets
Magical Trinkets are enchanted items that grant passive benefits or unique activated abilities to the Demigod who equips them. A Demigod may only have one Magical Trinket equipped at a time. Equipping a trinket costs 1 SAP and a Magical Trinket Equip Inventory Card unless it has the Battle Ready enchantment.
Common Trinkets (150 Geni)
1. Amulet of Strength
- Effect: Your Demigod's attacks made with Battle Cards gain +1 to their Attack Value.
This amulet pulses with a faint, warm energy, enhancing the Demigod's physical attacks.
2. Amulet of Dexterity
- Effect: Your Demigod gains +1 to all Defense Values when defending.
This simple ring is inscribed with protective runes that flare to ward off harm.
3. Runestone of Power
- Effect: Your Demigod gains +1 to the Attack Value of their spells.
This small stone thrums with raw magical energy, focusing a spellcaster's will.
4. Boots of Swiftness
- Effect: Your Demigod gains +2 to their d6 roll when determining movement for the turn.
These boots feel almost weightless, imbuing the wearer with a sense of impossible speed.
5. Ring of Regeneration
- Effect: At the start of your turn, your Demigod is healed for 2 HP.
A living vine is coiled into this ring's band, granting a slow but steady vitality to its wearer.
Uncommon Trinkets (300 Geni)
1. Ring of Stamina
- Effect: Once per turn, you may play one Battle Card from your hand to make an attack. This does not cost a Standard Action Point (SAP).
The ring pulses with a relentless energy, pushing its wearer to act again and again.
2. Fairy Ring
- Effect: At the start of your turn, you may draw 1 card. Drawing this card is a free action.
This ring, adorned with delicate wings, whispers with the blessings of the fae, granting knowledge beyond your grasp.
3. Pendant of Renewal
- Effect: At the start of your Demigod’s rotation, you may discard any number of Inventory Cards from your hand as a free action. For each card discarded this way, your Demigod heals 2 HP.
It consumes latent potential, transforming forgotten tools into life-giving energy.
4. Amulet of Arcane Capacity
- Effect: Your maximum hand size is increased to 20. (You only discard your hand during the End of Turn Phase if you have more than 20 cards).
The amulet does not expand the mind, but rather the space between thoughts, allowing for an impossible collection of ideas.
5. Fetish of the Scapegoat
- Effect: If your Demigod would take damage from an attack while you control one or more friendly minions, you may use this effect. The damage to your Demigod is prevented, and instead, each friendly minion you control takes the full amount of that damage.
A crudely carved figure that seems to draw all malice towards those who serve its owner, demanding a heavy price for their master's safety.
Rare Trinkets (600 Geni)
1. Amulet of Arcane Protection
- Effect: Once per rotation, when your Demigod is targeted by a spell, you may use your Reaction to negate all effects of that spell.
The amulet absorbs arcane energy with a thirsty hiss, leaving incoming spells to fizzle into nothingness.
2. Codex of Conflict
- Effect: Once per rotation, you may spend 1 Standard Action Point (SAP) and discard 1 Inventory Card from your hand to search your discard pile for up to 2 Battle Cards and add them to your hand.
Bound in battle-worn leather, this book allows one to recall past ferocity, turning old tools into new weapons.
3. Codex of the Arcane
- Effect: Once per rotation, you may spend 1 Standard Action Point (SAP) and discard 1 Inventory Card from your hand to search your discard pile for any 1 Demayth Card and add it to your hand.
This ancient tome trades forgotten relics for rediscovered knowledge, bringing potent magic back from the brink.
4. Ring of Elvenkind
- Effect: Each time your Demigod deals damage with a Battle Card attack made with a Ranged weapon, you may draw 1 card as a free action.
Crafted from the limb of a silverwood tree, this ring rewards a keen eye and a steady hand with tactical insight.
5. Amulet of the Puppet Master
- Effect: Your maximum number of controlled minions is increased by 1 (to a total of 4). Additionally, each time a minion your Demigod controls would deal any amount of damage with an attack, your Demigod heals for 2 HP.
The threads of control extend, not only to command your puppets, but to draw vitality from their success.
Legendary Trinkets (1200 Geni)
1. Circlet of the Archmage
- Enchantment 1 (Arcane Potency): Your Demigod gains +2 to the Attack Value of all their spells.
- Enchantment 2 (Moment of Power): Once per battle, your Demigod may cast any one Spell from their Spellbook. This does not cost a Standard Action Point (SAP) or require playing a Demayth Card.
A single, perfect moment of arcane mastery.
2. Crown of Command
- Effect: Your Demigod gains 1 additional Standard Action Point (SAP) at the start of your Action Phase, for a total of 3 SAP per turn.
Authority radiates from the crown, bending the flow of action around the will of a true leader.
3. Gauntlets of the Titan
- Enchantment (Dynamic Strength): Once per rotation, when your Demigod attacks with a Battle Card, they gain a bonus to their Attack Value equal to half the number of cards in their hand (rounded down). Until the start of your next turn, your Demigod gains this same bonus to their Defense Value whenever they defend using a Battle Card.
These gauntlets judge strength not by the muscles of the arm, but by the options held in reserve.
4. Heart of the Guardian
- Enchantment 1 (Protective Bond): Once per rotation, if an adjacent ally is targeted by an attack, you may use your Reaction to become the new target of that attack. If you do, draw 1 card as a free action.
- Enchantment 2 (Guardian's Swiftness): Once per rotation, each time an ally character is declared as a target of an attack, you may immediately move your Demigod to any unoccupied space adjacent to that ally. This movement does not cost a Move Action Point (MAP), and is a free action.
The heart does not just protect; it anticipates.
5. Helm of the Swarm Lord
- Enchantment 1 (Opening Salvo): At the start of your Action Phase, before taking any other actions, you may have each minion you control make an attack with a base Attack Value of 1. This is a free action for each minion.
- Enchantment 2 (Growing Threat): Each time a minion you control deals damage with an attack, that minion gains a permanent +1 bonus to its Attack Value. This bonus can stack up to a maximum of +5 per minion and is lost if the minion is defeated.
One mind, one purpose. Strike first, grow stronger, and overwhelm all.
Weapons
Melee Weapons
Melee weapons are designed for close-quarters combat. When making a Battle Card attack with an equipped Melee Weapon, the target must be in an adjacent space (Melee range). The weapon's listed Battle Card Attack Bonus is added to the Attack Value of the played Battle Card. Equipping a weapon costs 1 SAP and a Weapon Equip Inventory Card unless it is Battle Ready.
First Strike (Common)
- Battle Card Attack Bonus: +4
- Geni Cost: 150
- Enchantment (Battle Ready): This item starts the duel automatically equipped.
A reliable blade, quick to draw and favored by those who seize the initiative, always prepared for conflict.
The WarBringer (Uncommon)
- Battle Card Attack Bonus: +6
- Geni Cost: 300
- Enchantment (Crushing Blow): Once per rotation, when making a Battle Card attack with this weapon, you may choose to give that attack +2 Attack Value.
A heavy and imposing weapon designed to deliver brutal, impactful blows that can leave the wielder momentarily off-balance.
Viperscale Blade (Rare)
- Battle Card Attack Bonus: +8
- Geni Cost: 600
- Enchantment (Poisonous Strike): When your Demigod successfully hits an opponent with a Battle Card attack using this weapon, the target receives 1 Poison Tick.
A wickedly sharp and swift blade, its edge coated in a debilitating venom.
Blade of the Eternal Champion (Legendary)
- Battle Card Attack Bonus: +10
- Geni Cost: 1200
- Enchantment 1 (Eternal Warrior): At the start of each of your Demigod’s turns, they heal 1 HP.
- Enchantment 2 (Unbreakable): This weapon cannot be destroyed by Item effects.
A weapon of myth, said to have been wielded by countless legendary heroes, imbuing its master with unending vitality and resilience.
Ranged Weapons
Ranged weapons allow Demigods to strike foes from a distance. When making a Battle Card attack with an equipped Ranged Weapon, the target must be within Line of Sight (LOS). The weapon's listed Battle Card Attack Bonus is added to the Attack Value of the played Battle Card. A Demigod wielding a Ranged Weapon cannot normally equip a Shield.
Shortbow (Common)
- Battle Card Attack Bonus: +2
- Geni Cost: 150
- Enchantment (Battle Ready): This item starts the duel automatically equipped.
A simple, dependable bow for ranged combat, always ready to be drawn.
Light Crossbow (Uncommon)
- Battle Card Attack Bonus: +4
- Geni Cost: 300
- Enchantment (Battle Ready): This item starts the duel automatically equipped.
A well-balanced crossbow, offering significant power and always prepared for use.
Eagle Eye Bow (Rare)
- Battle Card Attack Bonus: +6
- Geni Cost: 600
- Enchantment (Far Shot): When making a Ranged Battle Card attack with this weapon against a target that is 5 or more spaces away, gain +2 Attack Value for that attack.
Crafted by master fletchers for exceptional accuracy, allowing for deadly shots at extreme distances.
Wildshot Sniper (Legendary)
- Battle Card Attack Bonus: +8
- Geni Cost: 1200
- Enchantment 1 (Rapid Fire): Once per turn, when you spend 1 SAP to make a Battle Card attack with this weapon, you may immediately make a second attack using the same Battle Card. This second attack does not cost an SAP.
- Enchantment 2 (Quick Load): Once per rotation, you may Load a Special Arrow as a free action (0 SAP). This does not require you to play a "Use Consumable" Inventory Card.
A masterwork ranged weapon, perfectly balanced for a legendary archer, allowing for a devastating follow-up shot with any arrow.
Magical Weapons
Magical weapons primarily serve to augment a Demigod's spellcasting abilities, often granting Spell Power or unique enchantments.
Blasting Wand (Common)
- Geni Cost: 150
- Enchantment 1 (Battle Ready): This item starts the duel automatically equipped.
- Enchantment 2 (Perception Strike): Your Demigod's Battle Card attacks can target opponents within Perception range instead of the weapon's normal range (Melee or Line of Sight).
This simple wooden wand hums faintly, allowing the wielder to guide their weapon attacks with thought alone, across any distance.
Scepter of Magic (Uncommon)
- Spell Power: +1
- Geni Cost: 300
- Enchantment (Battle Ready): This item starts the duel automatically equipped.
A basic scepter that channels and slightly amplifies a caster's innate magical energies.
Stave of Power (Rare)
- Spell Power: +2
- Geni Cost: 600
- Enchantment (Spell Weaving): After your Demigod casts two spells in a single turn (each costing at least 1 SAP), the third spell they cast that same turn costs 0 SAP (they must still play the appropriate Demayth Card).
This sturdy oak stave thrums with arcane potential, allowing for rapid succession of simpler spells.
Staff of the Archmage (Legendary)
- Spell Power: +3
- Geni Cost: 1200
- Enchantment 1 (Arcane Mastery): Once per rotation, your Demigod may play a Demayth Card as a free action (0 SAP).
- Enchantment 2 (Arcane Surge): Each time your Demigod casts a spell this turn, this staff's Spell Power bonus increases by +1 for the remainder of the turn. This effect stacks up to a maximum of +3 additional Spell Power, granting a total of up to +6 Spell Power from this staff during that turn. The bonus resets at the end of each turn.
Once wielded by a master of all magical arts, this staff greatly amplifies spells and allows incredible feats of casting.