Kyra spells question


Rules Questions and Gameplay Discussion


Hey all,

So Kyra (RotR version) has a few spell slots for her deck......my question is, is it totally pointless putting cures in her deck when considering her ability? Or can it be advantageous to run some and make her a super healer?....also any cool tips/set ups that you know work well for her? I'm trying different characters out and seeing which I like best.

Cheers all


A friend in my group of 3 has done an amazing job taking a near dead Harsk or Valeros and popping them back up to a full deck by utilizing her ability and cure spells. I believe he is using the Fire Flower role from the class deck and manages to be a great healer and competent at combat checks.

I'd keep a few cures in your deck for sure.

Sovereign Court

Even though I put every feat into her healing power until it was maxed, I still always kept one of the best cure I had available.

A) Spells are playable outside of your turn
B) Spells don't sacrifice your explore


Andrew L Klein wrote:
... Spells are playable outside of your turn...

Andrew has THE reason why Kyra must have at least one cure.

You friends will die before your turn comes if you only rely on your power. Especially in a large group and especially in WotR.


Thank you everyone! I didn't realise that you could use cures outside of your turn?!...it is probably me being dumb haha


CrimsonBlazer wrote:
Thank you everyone! I didn't realise that you could use cures outside of your turn?!...it is probably me being dumb haha

When you draw a Cure, you often want to cast it as soon as the next player's turn starts. It's quite a sinking feeling when your hand gets wiped and you lose that Cure.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
CrimsonBlazer wrote:
Thank you everyone! I didn't realise that you could use cures outside of your turn?!...it is probably me being dumb haha

Unless the card says it can only be played during your turn, you can play it during other people's turns as well. The only restrictions on playing cards in the rulebook are related to playing cards during encounters or checks -- you can only play something during an encounter or check if it actually relates to that encounter or check, and you cannot play more than one card of each type during a check. So, no Cures during encounters, but it is certainly valid to play on not your turn. My recommendation is playing it immediately before the next player does their first exploration, so that it can't get wiped from your hand before you have a chance to play it in case things go south.

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