The Magician

A resourceful, powerful schemer, The Magician has brought a binder full of detailed plans that has color-coded tabs for every possible situation and outcome. Sometimes magic is just someone spending more time on something than anybody else might reasonably expect. They're always prepared, and they always have a trick up their sleeve. The Magician gets access to more spells, and more damaging spells, than any other Arcana.

  • The Magician can treat The Fool card as a second The Magician card.
  • The Magician gains the Clever ability.
  • The Magician learns one extra spell at the start of the game.
  • Choose two of the The Magician's Arcana Abilities.

Skill: This Was All Part of My Plan

Once per Day, The Magician can have planned ahead, retroactively.

Planned Ahead, Retroactively?

  • This means that The Magician can declare that they had a plan in place for a situation that has just arisen, and that they have already taken steps to prepare for it.
  • This can include lots of things: having a piece of vital equipment on hand, or having bribed someone in advance.
  • The GM can veto or negotiate this.

Saw in Half

For the big finale, you're going to need a volunteer.

  • Take 1 Corruption Point to activate Saw in Half:
    • You may still use Defend and Unarmed Strike while Pull Rabbit Out of Hat is active.

Corruption Unlock:

Rabbit Out of a Hat

A trick isn't that impressive on it's own: line up a few in a row, though, and you've got a show.

  • In order to activate Rabbit Out of a Hat, one card of each suit must be played.
  • The suit of Major Arcana cards is "Major" and also must be included.
  • Cards sitting on Rabbit Out of a Hat remain there.
  • While there are any cards on Rabbit Out of a Hat, you cannot play cards on Unarmed Strike or Defend.
  • When every suit is represented on Rabbit Out of a Hat:
    • Discard the Minor Arcana from Rabbit Out of a Hat.
    • Draw the remaining card from Rabbit Out of a Hat into hand: treat it as a Magician for the remainder of the turn.
M

And For My Next Trick

All of the knowledge in the world is at your fingertips, if you're willing to pay the price.

  • Take 1 Corruption Point to activate And For My Next Trick.
  • When you cast a spell that you have not yet cast this combat:
    • Draw 5 cards.

Corruption Unlock:

Spellbook

"I didn't know you knew that one!" "Yeah, I didn't either."

  • Place any Page on Spellbook. Discard it immediately.
  • Choose a spell that nobody has learned. For the rest of combat, you can use this spell as if you had learned it.
P

Miser's Dream

A seemingly endless supply of wealth - of course, it's all an illusion.

  • Any time a card is played on Check Behind Your Ears, you may draw a card.
  • If the card drawn in this way is a Tower, take 1 Corruption Point.

Corruption Unlock:

Check Behind Your Ears

"Where did you get that?"

  • Place any card of suit Pentacles on Check Behind Your Ears and discard it, immediately.
  • Deal 1 Damage to an Adversary in your Zone.
  • The Adversary who is dealt damage by Check Behind Your Ears must redraw their Intent.
  • You gain 1 empty Credit Token (worth: 1 Credit).

Is This Your Card

It's just a little sleight of hand.

  • When Three Card Monte's effect triggers:
    • If you guess the card correctly, instead of the normal effects:
    • Keep just the card you guessed correctly, adding it to your hand and treating it as a Magician.
    • Shuffle the other two cards back into your deck.
    • If you guess incorrectly, and any of the three cards are The Tower, take 1 Corruption Point.

Corruption Unlock:

3

Three Card Monte

Your nimble mind helps you rearrange your thoughts as easily as if they were cards.

  • Place any "3" on Three Card Monte
  • Draw three cards face-down from your deck. Hand them to the GM.
  • The GM will show you one card, then mix it with the other two.
  • (If the card shown is The Tower, trigger Catastrophe)
  • Choose one of the three cards. If it is the card you saw:
    • Keep all three cards. Add them to your hand.
    • Deal 3 Damage.
    • Gain 3 Shield.
  • If it is not the card you saw, return it to the top of your deck.
  • Shuffle the other two cards back into your deck.
  • Discard the 3 from Three Card Monte.

Magic Wand

"It's not the wand that's magic - the wand is nothing more than a prop to guide the eyes away from what's really happening. It's the magician who's magic."

  • Place any Wand on Magic Wand.
  • While a Wand is on Magic Wand:
    • All of your cards now count as Wands, as well as their original suit.
    • This includes Major Arcana: A Death, for example, counts as a "13 of Wands".
  • Discard the card on Magic Wand at will.

Cups and Balls

No matter how hard they try to hit you, it seems like you're always one step ahead.

  • You may also place a Cup on Magic Wand.
  • While a Cup is on Magic Wand:
    • All of your cards now count as Cups, as well as their original suit.
    • This includes Major Arcana: A Death, for example, counts as a "13 of Cups".

Corruption Unlock:

XVIII

Disappearing Act

Poof.

  • Place The Moon or The Devil on Disappearing Act.
  • If there is a card on Disappearing Act, the next time you would take damage, instead
    • Discard a card from Disappearing Act.
    • Take no damage
    • Move to any Zone in the current combat.

Smoke & Mirrors

One moment you're there, the next you're gone.

  • Take 1 Corruption Point to activate Smoke & Mirrors.
  • While Smoke & Mirrors is active:
    • Any time Disappearing Act would prevent damage, instead deal that damage to the attacker.

Corruption Unlock: