Ezren

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Alright alright I worded my question wrong :P. But thanks to all for clearing it up and putting up with my questions.

Just wanted to know if you could have hoarded your prepared spells. Thought it'd be weird to have a stockpile of spells to use.

So the spell limit is based on how many spells I can have prepared. Ok check.


Ok new question that once again, a search on the internet and the paizo forums did not lead to very much success.

Does a wizard have a limit on how many spells he can have in his spellbook?

What do I mean by this?

Ok, we have a level 2 wizard who can prepare 3 lv1 spells(20 INT) a day in the morning. So for that day he has 3 spells to use. If he doesn't use the spells he keeps them right? So if he didn't use the spells, the next day can he prepares another 3 spells to which now he has 6 spells to use? Or is there a limit to how many spells of certain levels can they have? Or if he takes a week off from adventure he can have 21 spells prepared?

I looked through my own corerule book(May have missed or forgotten a particular rule somewhere) But all I saw is that a wizard can prepare a certain number of spells and bonus spells based on his stats, but didn't find where it would say the wizard can only have a set number of spells, outside of them being only able to prepare a set number of spells based on their level and whatnot.

Thanks to those who are able to answer the question, no stacking now.


CrystalSeas wrote:

A 'Sleep' spell makes them unconscious, and being unconscious makes them 'helpless'. If you are helpless you have a -9 to your AC against melee attacts, and a -5 to your AC against ranged attacks. (Hero's Handbook, page 60). But there aren't any auto-crits or coup de grace attacks. (or AoO, either).

Being "Prone" is a condition though, with penalties (Game Master's Guide, pg 95). When you awaken after being injured, you still have to deal with being prone

Actually if you read the conditions in the Game Master guide near the end.

In the helpless condition it says you can use a full round action to crit your helpless opponent which I believe like in the core book is a coup de grace.

Joana wrote:


It also makes them fall prone and drop their weapons, causing them to have to use actions to pick up weapons and get up again.

(Was going to point out that getting up from prone provokes attacks of opportunity ... but I don't think there are any AoOs in Beginner Box rules. So in that sense, sleep is less useful than in the core game.)

Yes there is no mention of it in the hero or game master handbook, UNLESS you look at the transition guide which mentions AoO and says you CAN include them in the game. Which we did.

Interesting note, I should consider having the enemies drop the weapon now shouldn't I so they'd waste time picking it up? I just assumed that when hit by the sleep spell they drifted slowly prone onto the ground with the weapons clutched in their hands. But that's just my interpretation of how it worked as oppose to immediately face slamming into the ground.


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CrystalSeas wrote:

Well, if we go to the Core Rule book here's what it says

CRB wrote:
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
So while you can't continue your actions (like Rage), being wounded does awaken you. The Beginner Box is not going to have a spell that is more deadly than the same spell in the Core Rule Book.

Yes I'm aware of the core rule book description of it from the online searches.

*Sigh Whelp I guess it's not THAT magical of a slumber that you'd be sleeping through being hit. It's just the beginner box didn't write that pertinent piece of info in the spell section about the wounding. which in my defense of interpreting it is that you just need a standard action to wake someone up.

I suppose it's just to make your auto crits/coup de grace count.


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CrystalSeas wrote:


They can be awakened, but noise isn't enough. However, they are asleep, not unconscious.

If shaking them is sufficient to wake them (taking enough time to complete a standard action), why do you think that injuring them wouldn't? IF they don't die before their initiative round happens, then they are lying down (prone condition) and injured, but certainly awake.

Yeah I read that part in the beginner box, the way I interpreted it, is you have to use a standard action to purposely wake said creature up. Which from the description, it didn't sound like attacking would wake them up(Even though I can agree to a degree that you'd wake up from getting hit) because I'm not using my standard action to wake them, I'm using it to injure them.

Anyways the confusion came when I was listening to this story about a DM who put 2/3 of a party to sleep, and had his creatures go and kill two of the PCs. From the sounds of that it sounds like they didn't wake up from being attacked unless the creature one hit killed the PCs. But that might be from an older edition of DnD and it would work differently.

Then one thing lead to another where I'm looking up how Sleep works, and online some say because it's magic they don't wake up from being injured, then the other half says otherwise, referring to the rule about it.

Then there's being put to sleep, hitting the ground, and then waking up which is like what's the point of sleep if they'll just wake up from face plant on the ground as soon as it happened?

The way I interpreted it is, if you managed to put a creature to sleep they go prone, are helpless and knocked out from being put to sleep(And in the beginner box you're considered unconscious if helpless and knocked out), which based on that you can't do anything unless someone deliberately wakes you up by using a standard action to do it, but says nothing about being awaken from being injured.

Also this link from the creative director.


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Ok a new question that I've tried searching on the paizo/pathfinder forums and other online sources but could not find a clear answer that is accepted.

The spell 'Sleep' when I cast it on an enemy and put them to sleep. Is using a standard action to wake them up the only way for them to wake up?(Aside from the spell duration being over).

I ask because in the corebook and the searches I've done online. It says wounding a creature that's asleep from the spell(It didn't specifically say from a spell but it was written along side it) would wake up.

I know if you attack a creature that's sleeping naturally, it will wake up if you attack them.

In the Beginner Box and probably for simplicity sake it doesn't mention creatures who are hit by sleep will wake up from being attacked, outside of using a standard action to wake them.

So officially which is it? Does attacking a creature that's turned helpless from the sleep spell wake up? Or can we keep hitting it until it dies or the sleep duration runs out or someone wakes them up with a standard action?

I'll probably house rule how it works but I still want to know officially how it works.

Thanks to those answering this question, don't stack now.


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Tacticslion wrote:
Sweet! I don't know the Beginner's Box, so thank you, CS!

Well the post is in the beginner box part of the forms.

But thanks for trying to get me info on the horse. It seems the horse in the beginner box is a light horse since it cost 75gp.


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CrystalSeas wrote:

In the Beginner Box, only the PCs and the NPCs take damage. There isn't any damage for items or any way to get a horse, except by role-playing having a horse. But that horse doesn't have hit points or barding or anything else that would make it a companion for a PC.

Your GM can certainly look up rules for how to do it, but it's much more complicated and isn't something that's included in Beginner Box adventures

Actually in the hero's handbook on the item page there's a 'horse' you can buy. also later in the handbook there's mounted riding and combat. In an expansion on the beginner box the wizard can summon a horse using the spell 'mount'. I ask because in the page about mounted combat it says your mount can fall in battle, hence the question; "How much hp does it have?"


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What's the stats for the horse? The beginner box mentions mounted combat but I didn't find any stats for the horse to determine when it'd fall in combat.

If there is nothing in the beginner book, I'll just use the official horse stats from the corebook.


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Diachronos wrote:
WizWar100 wrote:

2. Another question I had involves the poison and the stacking effects for failing to save. Does it stack both the penalty and the duration? That part wasn't exactly clear when I read it. The way I interpreted it is the poison penalty increases, but the time still remains(though it didn't say that).

If you're referring to stacking instances of the same poison (say, getting bit by the same spider multiple times), then no, the penalties do not stack.

Stacking multiple instances of the same poison increases the save DC by 2 and increases the duration by 50% of its base duration for each new application while the target is already poisoned.

Using the spider example above, let's say you have a spider whose poison does 1d2 Strength damage, has a DC of 12, and a duration of 4 rounds.
- Round 1: The spider bites a PC, and they fail their save. They're now poisoned and take 1d2 Str damage.
- Round 2: The spider bites the PC, and they fail their save again. The poison's duration increases by 2 rounds (half the base duration). The next time they have to roll against the poison's effect, the DC is increased to 14, but they still only take 1d2 Str damage if they fail.
- Round 3: Spider bites again, the DC is now 16 and the poison lasts for 2 more rounds, but the PC still only takes 1d2 Str damage if they fail.

Oh I understood the corerule book poison stacking rules. It was a question for the beginner box(which is why I posted in the Beginner Box section) which says to increase the penalty of what afflictions the PCs get. But it never clear said if it stacks on just one or two, until Skizzer cleared it up saying it's only the effect and not the time just to keep it simple for the beginner box.


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Whoops that part got skimped by me with the free action, also d'oh forgot that as long as a item has a relation with a magic spell and whatnot it counts as a spell.


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Mmmm most informative and clear Mr. Werewolf, thank you.

Ok how about:

1.healing a stabilized character with a potion?

one of the PC was dying but managed to stabilize themselves, my character goes up to him and uses a potion of cure light wounds. I think to myself "This makes sense I'm using a healing item to HEAL him so logically it should 1. stabilize him if he was dying and 2. if brought back to 0 and above he can function again." So it worked that way for one moment.

But then I read the dying page in the beginner hero handbook and it said that magic or natural healing can give hit points back to a stabilized character. which it then lists off what counts as healing magic and natural healing. None of which says/mentions potions, unless potions count as magic, which I never actually consider them magic since I think of them as alchemy based and kind of like the modern medicine in Pathfinder, with exceptions to effects that are clearly magical.

I find that this makes no sense to me, and if it turns out that you can't use a light would cure potion to bring a character back to consciousness I'm going to house rule that part.

2. We're playing with attacks of opportunity and I tried reading up the timing of when it occurs and I think I got most of it down but still wants some clarifications.

How does withdrawing and using the 5-foot move to avoid AoO suppose to work?

I know withdrawing takes a full action, which then on the current square you are on cannot trigger an AoO when you run, however if I was playing poorly and decided to move to say into the NW direction of the enemy I'm running away from, then they can use AoO. Is that right?

Also if you're being flanked and you withdrawn is the current square you're on not affect by the one you're running from or both?

Then there's the 5-foot step to avoid(I'm going to assume it's either free action or move action but only 5 foot step). So is the only difference between 'withdrawing' and the '5 foot step' just distance and no full action?

Like I move 5 foot to get out(assuming it's the free action), no AoO and, then I use my move to say go somewhere else where I am needed. Or is my move turn just used up to move 5 foot out of the way?

I get that withdrawing is intended to run away which is why it doubles your speed.

Alright thanks to those who help clarify the questions, no stacking as usual.


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Ok so I got confused at one point when I was looking up how the game works in addition to other things, so please confirm for a newbie to the tabletop.

1. You don't need to take out your spellbook to cast spells right? and if you did take it out, is there anything special you could do with it?

2. When it says enemy from 5 feet away from you, do they mean 'next to you/next to your square' or actually 'five feet/one square between you and the enemy'?

3. You can melee in 8 direction right? I was confused the first time, because it said you only only attack enemies in an adjacent square, which I interpreted as left, right, up, down only and that only range weapons could hit all around. I only started questioning this when I read the actual rule for it.

4. On certain enemy attack list, it says for move&standard/full round. Do I have to do ALL the attacks it lists? I was like wow that would do a lot of damage.

Thanks for the help, don't stack now.


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Jeraa wrote:
WizWar100 wrote:
How would you calculate how much a character can carry? Because in the items page it said certain items like backpack and sacks carry X Cubic meters of items. Do I actually have to calculate how much my party and character carry? And if so how do I calculate it?

With the Beginner Box, you don't. The various containers do give you a general guideline on how much they carry, but nothing gives the dimensions of other equipment. You just have to use common sense.

With the normal rules, your Strength score (and your size) tells you how much you can carry and items have a listed weight.

Kind of wish they did dabble in that since one of my friends carried 6-10 poles on him I was like "How do you even get through a door way?"


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How would you calculate how much a character can carry? Because in the items page it said certain items like backpack and sacks carry X Cubic meters of items. Do I actually have to calculate how much my party and character carry? And if so how do I calculate it?


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Note I did look up the questions I wanted to ask and they either didn't help or didn't exist. Plus last time I resurrected an old forum post a werewolf came after me.

So I recently got the beginner box and I'm reading through the game master guide.

1. One of them, I was reading page 50 on the magic weapons and see the item Dragon-Slaying Ammunition.

After reading about the effects, I was like "oh cool that sounds like a great item!" Now my question about it is when/if you pay 2280 GP for it, do you get 1 arrow or a set of 10 like if you bought regular arrows?

I'm guessing it's only 1 but I figure I'd ask just in case. I mean it does +50 damage against a dragon it'd make sense for ti to be 1.

2. Another question I had involves the poison and the stacking effects for failing to save. Does it stack both the penalty and the duration? That part wasn't exactly clear when I read it. The way I interpreted it is the poison penalty increases, but the time still remains(though it didn't say that).

3. Does sleeping with armour in the 'beginner box' cause the fatigued effect? I think I read it somewhere in either of the beginner box handbooks, or perhaps online from the core rule book. I tried looking for the page in the beginner box handbook and couldn't find it.

Thanks to whoever helps answer and not stack over each other. Can't wait to play the game with friends.


Hawkmoon269 wrote:
The Force check is fairly limited (though there is a later spell that it works with). The other traits are fairly useful though.

Oh yes Hawkmoon, I've read upon your post about evoker vs illusionist.

Yes I was disappointed to see the limited number of force trait spells. It makes me more disappointed that the base game doesn't have force bolt like in the mobile game.

I was planning on going for Evoker because I like killing things, but as I kept thinking about it. The one power on the evoker is really limited since there is also a limited number of cards that would take advantage of it, and by the time I get to upgrading to fire and electricity(which I have the really good ones on my ezren atm) bonus the adventure is almost over(They really should make another couple of adventure packs or alternate continuation of RotR to let us make use of the powers we acquire at the end). I mean I know I would benefit from the extra +2 to certain combat checks, but it just takes too long to max out the power and make use of it. If only the power is applied to all spells but it would start from []+1 []+2 []+3. Then it'd be much more viable.

I didn't want to choose illusionist originally, but having the power +4 to grab spells AND allies actually looks more appealing at the moment(since it's also not limited to specific cards it's more broad), It means as Ezren you should put points towards charisma maxing it out and getting +7 to acquiring any ally with diplomacy as a check.

And before you mention the power to evade and put monsters on the bottom of the deck, I think that power is dumb(even thought it makes sense and fits for the class) and I wouldn't take it. If you're not killing stuff with Ezren's magic he sounds pretty boring to play.


elcoderdude wrote:
WizWar100 wrote:
lets say I'm recharging force missile(for whatever reason I have the checkbox for it despite having +8 recharge to spells). It requires an arcane check and since the check is for something with the force trait since it's force missile I'd image you can recharge it with the evoker power.

When Ezren attempts a check to recharge an Arcane spell -- any Arcane spell at all -- he is using his Arcane skill, which is based on his Intelligence. The check is an Arcane, Intelligence, non-combat check. It has no other traits, unless a card or power explicitly adds the trait (like the blessing Frencois cites).

See skizzerz's reasonable in-depth example of checks and traits.

Actually you're right, The card may have certain traits that would apply to the power if used in certain checks, but none of it applies to recharging unless like you said something adds traits to it. So it would work but not without some modifications.

Ok so to be clear as skizzerz stated earlier but was easily misunderstood the way it's worded if you don't read carefully.

To have the evoker power apply, you must "roll your arcane die" and your check(not the card) "must include the correct traits added to it" to apply the power(ex. force missile adds "your arcane die" + 2d4 + "with force traits").

Oh jeez so it was as limited as I thought, at least with the cards and powers I currently own in Rise of Runelords. Now I'm questioning on becoming an Evoker, considering with Illusionist I'd just apply powers to acquiring spells and allies, which in turn would suggest I max out the charisma bonus to get +7 for allies which means I would usually just grab the card without needing to roll for most of them.


Longshot11 wrote:
Frencois wrote:
...Including aquiring, recharging, defeating cards that have an Arcane check to defeat, and so on...
I don't think the recharge checks have the elemental traits, so no, the power would be useless for them.

well see the way I interpreted this is, lets say I'm recharging force missile(for whatever reason I have the checkbox for it despite having +8 recharge to spells). It requires an arcane check and since the check is for something with the force trait since it's force missile I'd image you can recharge it with the evoker power.


Hello everyone that's reading this. I got a question that just needs clarification. In fact I have two question's about one of Ezren's Evoker power which is the power: "Add 2 to your arcane check with the force(etc...)"

Now I know it's supposed to be applied to your arcane checks like for instance using spells that fit the traits to get the +2. So I immediately think it's only for combat. But then I started wondering...

1. Is it only for combat? Or can I use it to recharge cards that involves arcane checks with the right spell traits(like say later on force of wrath). Because the power does not say anything about it having to be specifically a combat trait, just as long as it's an arcane check with the right trait. If that's the case it would also give a +2 boost to acquiring spell cards and that's actually pretty awesome. Am I wrong?

2. Do I have to check off the '[] or Acid and Cold' box before I can check the '[] or Electricity and Fire'. I'm 90% sure that's the case since it's immediate to the left, but just in case that there is actually a choice I can pick between the two. I would have picked the latter skill. But pretty sure I had the right idea.

If anyone can clear up those two questions that would help a lot. Thank you.


skizzerz wrote:


Also WizWar100, it's better if you create new threads if you have questions instead of necroing ones that are 3 years old. We don't mind answering the same thing over and over again, and having a new thread instead of posting in one that is tangentially related helps future searches for the topic and doesn't confuse people who posted in the original thread years ago who suddenly see there are new replies.

I'll try, haven't been having the easiest time figuring out how the forums on paizo work compared to other forums I've been use to.


And then there's that thought that once you've completely leveled up your character...They're done...There's nothing for them to gain anymore.

But at least you know you're done with them.


I have a question and I'm pretty sure during my game of it with my friends we mess something else up.

Do you roll for Iesha foxglove to appear first before closing or do you close before? Because on the haunt card you go through all the instructions on it, at the end it says to close. Which we did and then we rolled for Iesha.

I was really conflicted on that part. If anyone can clear it up please do.

As far as I'm concerned/interpreting it, in order for Iesha to pop up and have the Haunt +1 be added. You first must acquire the card(which is automatic) so it's actually in your possession displayed above adding the +1 difficulty to checks, which would then also mean you follow the last instruction to close the location, then follow the scenario to roll for Iesha foxglove to appear.


Ezren is my main at the moment because when I was introduced to the game, I picked him over the others I saw, but mostly because I wanted to play a wizard class/spell caster.

My group consist of 3 people. the other two play Kyra and Meisiel.

Right now we're near the end of the skinsaw murders.

At this time my Ezren has

Powers:
+2 recharge
So I can increase/guarantee that my spells will be back in my deck.
+1 hand size
I know I'm counting my chickens here, but since you can't store your power feats, Ezren is forced to increase his hand size to 7 which I don't like because I think a hand size of 6 is the sweet spot for cards.

Cards:

+1 spell
So Ezren can carry more spells, so I can load more offensive spells to kill more things. Because Ezren isn't as useful without spells so no brainer on this part. Thought I would put points towards allies and items in the future.

Skills:

+3 INT both to recharge better and to be able to do more damage. I consider upgrading and maxing out his INT a no brainer, because if you want to do well as a spellcaster you are pretty much locked into upgrading what makes you good at your job.
Wisdom is my next upgrades after INT.

Card Loadout:

2x Scorching Rays
2x Force Missile
1x Frost Ray
1x Lightning Bolt
1x Augury
1x Mirror Image
1x Detect Magic

1x Staff of Minor Healing
1x Sage journal
1x Sihedron Medallion

1x Toad
1x Aldern Foxglove
1x Sage

1x Flaming Mace

The offensive spells are offensive on why there's more over utility spells, because it's really the only way Ezren can fight effectively. So if you pick Ezren as your starting class, load him up with 80% offensive spells.

The utility spells like detect magic, augury, and mirror image are useful, probably don't have to explain but just in case.

- detect magic lets you see the next card and if it happens to be magic you can encounter it and go through the deck. Why not have more? Well you still want to be able to fight. But I did have two magic detect before.

- Augury is super useful since it let you look at the top 3 cards of 'your current' location deck to have a chance to see if the villain or henchman is there. Augury goes well with detect magic since if it's not a magic item you can use augury to move it.

- Mirror Image, this card is so important it's almost standard to have in your deck if you're a spellcaster. Basically it lets you avoid any damage that doesn't have the text 'cannot be reduce' so long as Doctor Strange on the card doesn't make you roll a 1 in which case it falls. But the really nice thing about it is unlike say armour which you have to bury to reduce all damage and is used once per scenario. Mirror Image can be used as much as you want on your turn for each combat encounter.

The items here are limit I would work towards increasing my item limit so I can perhaps grab the mastertool works for those pesty barriers.

Staff of minor healing is just a useful card for getting cards out of the discard by recharging.

Sage journal is a lot more useful than it seems. Reveal it to get 1d4 against any villain or hemchmen during combat. Might not look like much but that extra dice really helps. It's almost kind of cheap considering it's a basic card that you can just pick up when building.

The medallion loot reduces all damage by 4 which is pretty badass, plus you can recharge it. Once you max out Ezren's INT and recharge power you just get it back with no trouble. Plus a few scenarios and barriers later down the line are easier with the sehidron medallion.

The allies I chose are not always the ones that make sense.

The toad lets you grab a spell from the discard pile, and allows an explore.
The sage can help with wisdom and intelligence checks, and allow an explore.
Aldern Foxglove is mostly kept around for his ability to acquire anything if you banish him, second reason is in the foul misgiving he can get rid of haunts. Which in our game he wasn't useful at all. If I can find shalelu I would definitely put her on my team after banishing foxglove.

Flaming mace, don't ask I just have it just in case. Plus old light and certain monsters give you dice bonus if you use cards with the fire trait.

My playing style involves going to areas with spells, and if there's no place for that which happens. I go to locations where my intelligence check to close would help or locations where you get penalized for using weapons like water front.


Vic Wertz wrote:

This is another case where the evolution of the rules may have undermined the original intent—Runelords didn't really know how to get stuff out of location decks during the closing process, and the concept of "immediately" was also a bit more vague at the time. Mainly, though, we were being really particular about that henchman closing text. At any rate, we want you to be able to do both things. The wording Obsidian has is:

"If defeated, succeed at a Charisma 5 check to search this location deck and choose a boon to draw from it, then shuffle it. Then you may immediately attempt to close the location this henchman came from."

Even this isn't quite right—searching is normally followed by shuffling, so that first sentence can just be "If defeated, succeed at a Charisma 5 check to search this location deck and choose a boon to draw from it."

Added to FAQ.

Ok thanks for clearing that up. If my crew ever encounter orik again we'll do both conditions.

It was confusing because both conditions seems like a separate option upon defeating, but on the other hand technically both conditions were filled when defeated.


Hawkmoon269 wrote:
Really, that app does that? I was pretty sure it did not, though I have not had Detect Magic in Ezern's deck for a while now.

They fixed the detect magic effect in conjunction with Ezren's power.

skizzerz wrote:

It should not be taken as an authoritative source for the physical game rules.

elcoderdude wrote:

The digital game is not a foolproof indicator of the rules for the card game.

Oh really? I would have never guess that with the game having a few bugs and errors that it shouldn't be fully relied on.

sarcasm aside(But thank you both for clearing up the card effects, sometimes it's really easy to skimp through what it does and doesn't do). The mobile game is a nice reference guide to the actual game(when it's not having hiccups).

Vic Wertz wrote:

As far as I'm aware, the app is intended to work like the card game in that respect.

It does for the most part, but it has some occasional bugs and issues that aren't suppose to happen in the game. It would be massively helpful once the game is fine tuned and fixed so that you can reliably go to it for reference on how certain situations in the game should play out.


Question about Orik.

When you defeat him in ACG, do you play one or both of his effects.
One power is you can close the location automatically and the other is succeed at a charisma check of 5 to get any boon in the deck.

I wasn't sure and only just said play one of the powers.
I could hop onto the mobile game to check how it was suppose to play.


Well that's confusing especially when you play the mobile game that lets you use detect magic to encounter a spell and it activates Ezren's ability to explore. So I've been playing Ezren like that in the card game.

Also the way I interpreted it is if you're going through the cards at a location, you're 'technically' exploring it and also because it's 'your turn' doing the exploration.
But I kind of get why it's not exploration because you're not really moving, it's as if the magic or blessings are coming to you like a magnet. Maybe it should have been called 'Attract Magic' instead.

Anyways if that's how detect magic is suppose to play out, then ok not going to argue with the creators, but before it is a really sick combo clearing out certain locations in one turn if the cards align right.

I suppose the only way for that combo to work is if the description is 'If Ezren acquires any cards with magic on 'his turn'(as oppose to exploration) immediately explore again'

Speaking of which if I encounter mystic inscriptions during my exploration and get the magic from it does that trigger Ezren's explore ability? I was unsure about that part.