Magic

Spells

18 spells — 12 Common, 6 Arcane. Casting costs 1 Focus token (any attribute) plus the spell's INT test.

Common Spells

12 spells — INT 2+ required.

Searing Bolt
Evocation · Requires INT 2+

Searing Bolt

Test: AGI + INT (one pool)

Effect: Cast as part of a ranged Attack action, rolling AGI and INT together as one dice pool.

Upcast: The bolt ignites into a Fireball — target all Monsters in your space.

Not subtle. Not elegant. Exactly as effective as it needs to be.

Arcane Might
Evocation · Requires INT 2+

Arcane Might

Test: STR + INT (one pool)

Effect: Counts as an Attack action, rolling STR and INT together as one dice pool.

Upcast: Add +1 to a die face.

Mind sharpens fist. The blow lands before the thought finishes forming.

Mend Wounds
Restoration · Requires INT 2+

Mend Wounds

Test: INT vs. 1

Effect: Restore damage equal to successes rolled to the target hero.

Upcast: Fully heal hero's damage.

The body remembers what whole felt like. This spell reminds it.

Brace the Faithful
Restoration · Requires INT 2+

Brace the Faithful

Test: INT vs. 1

Effect: Cast before any test, the hero gains +1 die.

Upcast: The hero gains +2 die.

Courage is contagious when someone with enough of it stands beside you.

Voice of Command
Illusion · Requires INT 2+

Voice of Command

Test: INT vs. 1

Effect: One Common-tier monster in your Realm tile skips its next activation entirely.

Upcast: All Common-tier monsters in your Realm tile skip their next activation entirely.

The tone matters more than the words.

Cloak of Mist
Illusion · Requires INT 2+

Cloak of Mist

Test: INT vs. 1

Effect: When a monster attacks the caster, negate the attack and move to an adjacent space.

Upcast: Move to a neighboring Realm tile space.

You are still there. The monsters simply stop believing it.

Ward of Turning
Warding · Requires INT 2+

Ward of Turning

Test: INT vs. 1

Effect: Cast before a monster attacks any hero in your Realm tile, this attack deals 0 DMG.

Upcast: This attack deals 0 DMG and 0 COR (fully negated).

An invisible hand, raised in refusal.

Guiding Light
Warding · Requires INT 2+

Guiding Light

Test: INT + WIS (one pool)

Effect: Cast as part of a Banish action, rolling INT and WIS together as one dice pool. Counts as your Banish action (1 of your 2), not a Free Spell cast.

Upcast: Re-cast on an adjacent space.

The dark does not answer to reason. It answers to light held steady.

Reveal Hidden
Divination · Requires INT 2+

Reveal Hidden

Test: INT vs. 1

Effect: Reveal the top two cards of your current Realm tile's encounter deck. You may discard any.

Upcast: Immediately resolve discarded encounters.

The world is full of things that do not want to be seen. This spell disagrees.

Haste
Divination · Requires INT 2+

Haste

Test: INT vs. 1

Effect: One hero may immediately move up to 2 spaces.

Upcast: All heroes may immediately move up to 2 spaces.

Not a push. An invitation.

Teleport
Transmutation · Requires INT 2+

Teleport

Test: INT vs. 1

Effect: Move to any space with a hero (disengage all monsters).

Upcast: Move to any space.

You were here. Then, more usefully, you were not.

Alchemy
Transmutation · Requires INT 2+

Alchemy

Test: INT vs. 1

Effect: Cast during a Gather action, gain 1 gold for each success.

Upcast: Gain 2 additional gold per success.

Lead into gold is a myth. Rust into gold, however, just takes the right words.

Arcane Spells

6 spells — INT 4+ required.

Fireball
Evocation · Requires INT 4+

Fireball

Test: STR + AGI + INT (one pool)

Effect: Counts as an Attack action against every monster in your space, rolling STR, AGI, and INT together as one dice pool (this spell may not join a Combined Attack action).

Upcast: Overload — affects every monster on the tile, and deals 1 damage to all heroes there.

She does not aim. She simply stops holding it back.

Soul Anchor
Restoration · Requires INT 4+

Soul Anchor

Test: INT vs. 2

Effect: Before corruption would be added to a hero, negate corruption equal to successes.

Upcast: Remove any Dark Pacts from this hero (can be cast at any time).

The body can be lost. The soul is argued over.

Rift Collapse
Warding · Requires INT 4+

Rift Collapse

Test: INT vs. 2

Effect: Must be cast at a Rift Gate space. Add 2 automatic successes to the next Banish roll there this round (caster need not join; does not cost a Banish action).

Upcast: Add 3 successes instead of 2. If this closes the Rift (4+ total), each hero on the space draws 1 item card.

The Rift is a wound in the world. Some wounds can be forced shut.

Miracle
Divination · Requires INT 4+

Miracle

Test: INT vs. 2

Effect: After any test, add successes of this spell to the test results.

Upcast: The test is automatically passed.

They were hunting someone. They can no longer recall who, or why.

Temporal Unravelling
Transmutation · Requires INT 4+

Temporal Unravelling

Test: INT vs. 2

Effect: After caster's turn, the caster may take an additional action.

Upcast: One other hero may take one additional action immediately.

She felt the moment stretch. She used it.

Storm of Blades
Conjuration · Requires INT 4+

Storm of Blades

Test: INT vs. 2

Effect: Conjure spectral blades to strike one Common monster anywhere. Bypasses Toughness — on success, flip to Wounded side or, if wounded, defeat it outright.

Upcast: Re-cast Spectral Blades against another monster.

Distance is a courtesy she no longer extends to her enemies.