Used in Every Soul for Themselves, Banish the House and The Hollowed.
Relics are worth 1–5 points. Sealed relics are safe on your altar.
Spirits are harmless alone. But draw a second copy of the same spirit and you are POSSESSED: everything in your circle is lost and your turn ends.
Salt goes in your pocket and saves you from one possession.
Hex steals someone's best relic into your circle (seal to keep it!). Against the House you can instead curse it so it loses its next turn.
Planchette secretly shows you the next 3 cards.
The Midnight Bell hides deep in the Crypt. When it rings the game ends, and whoever drew it loses their circle.