


Circle of Protection
Draw a card. Inflict 1 Weakness against non-Humanoids. Start of Turn: Gain 1 Ward. channel.
divine action

Circle Of Protection
by palxin
Draw a card. Inflict 1 Weakness against non-Humanoids. Start of Turn: Gain 1 Ward. channel.
- Weakness
- The next damage you deal is reduced by 50%. You can't inflict Critical Hits while affected by Weakness.
- Ward
- Whenever you gain an Affliction, prevent that Affliction and lower your Ward by 1 instead. Fades at the start of the turn.
- channel
- A channeling effect can be extended by 1 round by having at least 1 energy at the end of your turn. Channeled cards end when you get Interrupted.
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