-
A Wrong Turn
Basic Land — Environmental
, sacrifice A Wrong Turn: Introduce a disorienting landscape (like a winding canyon) to the story. You (but not your party) have Advantage (free reroll) for all Ambush tests.
124/125
-
Aetheric Gale
Basic Land — Environmental
Keywords: Storm
, Sacrifice Aetheric Gale: Introduce an Aetheric Gale to the story. These icy winds disrupt the natural balance. For the remainder of the scene, no spirits can be summoned and those present must make an Extremely Hard (20) Durability test or disappear for the remainder of the scene.
10/125
-
After The Rain
Basic Land — Environmental
Keywords: Rain
, sacrifice: It recently rained a lot and the barriers between this realm and the Fairy Realm become thinner. You might catch a glimpse of a Fairy.
results do not cause Fatigue (
) in Spell tests for the rest of the scene.
Dew drops are falling from the vegetation, indicating recent rain in this area.
11/125
-
All Alone in the Skies
Basic Land — Environmental
Keywords: Planar
: Introduce a distinct feeling of being alone in the universe. Add
to your Mana pool and you have one use of Defensive Advantage (free reroll or replace) against an Alien or Planar attack.
A veil of Dragon magic surrounds the world.
12/125
-
Always Something Bigger 
Basic Land — Environmental
, sacrifice Always Something Bigger: Introduce a large creature (at least one size larger than anything on the battlefield). It appears from a random direction (draw a Trump), and has Berserk.
13/125
-
Animal Sighting
Basic Land — Environmental
: You may reroll an Animàl test. Introduce an unusual version of a common animal to the story (an albino wolf or a white stag, for example). It may be an ally, a foe or (rarely) provide an opportunity to Gather
(on
).
14/125
-
Arabian Nights
Basic Land — Environmental
Restriction: Only usable at night.
Keywords: Desert
: Introduce a sultry night to the story. Reroll any Song or Seduction test.
Oh, imagine a land, it’s a faraway place
Where the caravan camels roam
1/125
-
Arafel Mists


Basic Land — Environmental
Keywords: Alien
, sacrifice: Introduce sickly fluorescent mists to the story. Until the end of the scene, all attacks gain Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test) and all Armor has Durability -1.
15/125
-
Astral Mists
Basic Land — Environmental
: All present in the scene either spend a
or suffer
wounds and must make a Very Hard (18) Resistance test. If it fails, they risk
(netherworld corruption).
On rare occasions the mists that permeate astral space slip into the physical world and wreak havoc on all those who come into contact with it.
16/125
-
Aurora Borealis
Basic Land — Environmental
Restriction: Can only be used at night.
: You may
any Environmental Land card in your aura (5 paces).
: Reroll any Recovery test.
An awe-inspiring light formation forms in the Northern skies, soothing both body and mind.
17/125
-
Bioluminescence
Basic Land — Environmental
, sacrifice Bioluminescence: Introduce expansive bioluminescent vegetation to the story. Until the end of the scene, everyone has Ineptitude (automatic failure) for Stealth tests. You can potentially gather
(on
).
18/125
-
Blackest Moon
Basic Land — Environmental
Restriction: Can only be used at night during the Spring season.
Keywords: Moon
: Introduce a new moon to the story. For the remainder of the scene you have Advantage (free reroll) for Creo spells and you may use
as if it were
(even for attuning or learning).
5/125
-
Blightstorm
Basic Land — Environmental
Keywords: Storm
, sacrifice Blightstorm: Introduce a blightstorm to the story. Until the end of the scene all two
in astral patterns count as
and all can discard {Swords} to Limit Break (set a single combat pool to
until the end of your next turn) for an Auram attack.
19/125
-
Brain Storm
Basic Land — Environmental
Claiming this land is considered a Mentem test. When you claim this land, gather
. This does not count towards your Gathering Limit.
, sacrifice Brain Storm: Introduce a mind-numbing storm to the story. Until the end of the scene, whenever anyone performs a Mentem or Psionic action, they suffer 

.
20/125
-
Candlemass
Land — Festival
Perishable (disappears at end of session).
: Add
or
to your Mana pool.
: Introduce candles or pancakes to to the story.
A festival in which people eat only pancakes and light floating candles into the air or sea.
R/+0
21/125
-
Carrington Event
Basic Land — Environmental
Keywords: Planar, Storm, Sun
, sacrifice Carrington Event: Introduce a geomagnetic storm to the story. Until the end of the scene, all magical armor is affected by the Conductive trait.
22/125
-
Chaos Moon
Basic Land — Environmental
Keywords: Moon
, Sacrifice Chaos Moon: Introduce a Chaos Moon to the story. If used during the day, it inexplicably becomes dark. For the remainder of the scene all Spells are Lethal (critical success on 5+). If they were already Lethal, they become Murderous (critical success on 4+).
23/125
-
Cherry Blossom Festival
Land — Festival
Perishable (disappears at end of session).
: Add
to your Mana pool.
: Reroll a Herbam or Herbalism test.
The start of Spring for Easterlings is accompanied with a tapestry of colors falling from the trees.
R/+0
24/125
-
Chill of the Grave
Basic Land — Environmental
, Sacrifice Chill of the Grave: Introduce a chill that cuts straight to the bone. Until the end of the scene, all
Corpus spells gain Freezing ([Cups]: target is stunned).
Like someone walked over your grave.
25/125
-
Chromatic Rift
Basic Land — Environmental
, sacrifice Chromatic Rift: Introduce a chromatic rift to the story. The skies seem to shatter and all manner of arcane energies leak out. Everything in astral space loses Astral and becomes visible.
26/125
-
Clear Skies
Basic Land — Environmental
Keywords: Sun
: Introduce clear skies to the story. You have Advantage (free reroll) for Perception tests for rest of the scene. This provides an opportunity to Gather
(on
).
27/125
-
Cloudy
Basic Land — Environmental
: You may reroll an Auram test. Introduce cloudy weather to the story. This type of weather usually has little effect on the story.
Clouds come floating into my life, no longer to carry rain or usher storm, but to add color to my sunset sky.
28/125
-
Clown Fiesta
Basic Land — Environmental
Keywords: Festival
, sacrifice: Until the end of the scene, all Combat Pool tests have Disadvantage (forced reroll) unless related to ending combat or escaping it.
29/125
-
Cold Lava
Basic Land — Environmental
, Sacrifice Cold Lava: Introduce several minor volcanic eruptions that produce cold lava. You may gather
. Until the end of the scene, all
Ignem spells lose Flaming and gain Freezing ([Cups]: target is stunned).
30/125
-
Crimson Moon
Basic Land — Environmental
Restriction: Only usable at night.
Keywords: Moon
: Reroll a Blood spell test or a spell test that causes Bleeding. Introduce a Blood Moon to the story.
31/125
-
Crow Storm
Basic Land — Environmental
, sacrifice: Introduce a large murder of crows to the story. Everyone in the scene takes
Physical Damage (reduced by physical armor) with Blinding ([Swords]: target is blinded). If you have the Murder of Crows spell slotted you ignore this effect.
A massive murder of crows can lead to dire circumstances for whoever is trapped in it.
32/125
-
Crown Flash
Basic Land — Environmental
Keywords: Sun
, sacrifice: Introduce a crown flash to the story. All simple Magic tests have their difficulty increased by 2. If they succeed, the caster may gather
. This counts towards their Gathering Limit.
33/125
-
Cumulus Clouds
Basic Land — Environmental
: You may add
to your Mana pool. Introduce cloudy, cool weather to the story. The earth cools by approximately 5 degrees.
Ship of white light in the sky.
Nobody there to reason why.
34/125
-
Darkest Winter
Basic Land — Environmental
Restriction: Can only be used during the Winter season.
Keywords: Storm
Undead have Defensive Advantage (free reroll or replace).
: You may add
to your Mana pool. Introduce black snow to the story.
: Limit Break (set a single combat pool to
until the end of your next turn) against a magical creature.
35/125
-
Day of National Mourning
Basic Land — Environmental
, Sacrifice Day of National Mourning : Introduce a procession for the recently deceased to the story. You have advantage for Necromancy and Mentem spells until sun up. You have the opportunity to gather
(on
).
Gone too soon...
36/125
-
Daylight Savings Time
Basic Land — Environmental
Advantage (free reroll) for Chronomancy spells.
: Introduce a shift in time into the story, either reducing or increasing a duration by approximately one hour.
: Gain 2 Command Points only usable for sustained actions. (they disappear at the end of the scene)
Yet that pathetic Pendulum Keeps esoteric Time...
37/125
-
Death Comes in Threes
Basic Land — Environmental
: Introduce three consecutive deaths to the story. You may add
to your mana pool and/or reroll a Stealth, Occult or Archeology test.
I was astonished to see him in Baghdad, for I have an appointment with him tonight in Samarra. - Death
38/125
-
Drizzle
Basic Land — Environmental
Keywords: Rain
: You may reroll an Aquam test. Introduce light precipitation to the story. This type of weather usually has little effect on the story.
If people were rain, I was a drizzle and she was a hurricane.
39/125
-
Dry Thunderstorm
Basic Land — Environmental
Keywords: Storm
, sacrifice Dry Thunderstorm: Introduce a dry thunderstorm to the story. Until the end of the scene, anyone wearing
armor has Defensive Disadvantage (forced reroll) and anyone using a
weapon has Offensive Disadvantage (forced reroll).
40/125
-
Dusk
Basic Land — Environmental
Keywords: Sun
When using Dusk, evening falls, and the sun fades away.
, sacrifice: Cancel any Sun effect.
: Reroll an Illusion test.
Alluring, Earth seducing, with high conceits
is the sunset that reigns at the end of westward streets…
41/125
-
Dust Storm
Basic Land — Environmental
Keywords: Storm
: You may add
to your Mana pool. Introduce a dust storm to the story. This limits vision to 2 paces, hinders ranged attacks and all actions are Tiring (+1 complexity). If there’s already been a dust storm this season, instead the GM draws a Trump.
42/125
-
Eclipse
Basic Land — Environmental
Keywords: Sun, Moon
: You may add
to your Mana pool or reroll a Vim test. Introduce an eclipse (lunar or solar) to the story. If there’s already been an eclipse this season, instead the GM draws a Trump.
43/125
-
Epidemic
Basic Land — Environmental
: You may add
to your Mana pool. Introduce an infectious disease to the story. The disease spreads rapidly, especially in densely populated areas. It can be fatal (on
).
44/125
-
Eté Indien
Basic Land — Environmental
Restriction: Cannot be used during Summer season.
: Introduce an Indian Summer to the story. Reroll an Imaginem test.
45/125
-
Eureka Moment
Basic Land — Environmental
: Reroll a Science, Engineering or Crafting test. Introduce a revolutionary idea to the story. Depending on the impressiveness of the idea, you may be able to gather
. This counts towards your Gathering Limit.
Watching the water level rise, the scientist exclaimed: “Eureka! Eureka!”.
46/125
-
Fairy Moon
Basic Land — Environmental
Restriction: Can only be used at night during the Summer season.
Keywords: Moon
: Introduce a trickster moon to the story. For the remainder of the scene any tests for detecting deceptions or illusions have Disadvantage (forced reroll) and are Doomed (forced redraw of Trump).
8/125
-
Falling Star
Basic Land — Environmental
Restriction: Cannot be used during daytime, or during the session in which this card was attuned.
, sacrifice Falling Star: Introduce a falling star to the story. You can make a wish upon it, and it might come true (but not always how you imagine it).
Be careful what you wish for. You might get it.
47/125
-
Festival of Wild Passion 
Land — Festival
Perishable (disappears at end of session).
Advantage (free reroll) for Charm and Seduction tests (but using this frivolously might have unforeseen consequences).
: Introduce a public display of affection (like a giddy couple or someone caught in flagrante).
A festival that is either a traditional celebration of love and romance, or a great opportunity to launch oneself in a new relationship.
R/+0
7/125
-
Fire
Basic Land — Environmental
: You may add
to your Mana pool. Introduce a fire to the story (this may be disastrous, and you may be blamed for the fire).
How was I to know this tiny spark would spread like wildfire.
48/125
-
Flash Freeze
Basic Land — Environmental
Keywords: Storm
, sacrifice Flash Freeze: Introduce a freak storm to the story that covers everything with a thin layer of ice. All Fast weapons lose Fast. All other weapons gain Slow (normal attacks cost 7 AP). If they already were Slow, they become Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
49/125
-
Flood
Basic Land — Environmental
: You may add
to your mana pool. Introduce a flood to the story (from a flooded cellar to a flash flood). Depending on its scope, this may allow you to Gather
(on
). If there’s already been a flood this season, instead the GM draws a Trump.
50/125
-
Fog of War
Basic Land — Environmental
, sacrifice Fog of War: Introduce a grand melee to any large scale conflict. You gain Advantage (free reroll) in any warfare duel or any Tactics test.
2/125
-
Frost Moon
Basic Land — Environmental
Restriction: Can only be used at night during the Winter season.
Keywords: Moon
: Introduce a Frost Moon to the story. For the remainder of the scene you have Advantage (free reroll) for spells that cause Freezing ([Cups]: target is stunned) or
Freezing ([Court, Cups]: target is stunned).
51/125
-
Full Bloom
Basic Land — Environmental
Restriction: Can only be used during the Spring or Summer season.
: You may add 

to your mana pool, which you must spend on a single use.
All around you the plant life kicks into growth overdrive, producing flowers at an accelerated rate. The sights are breathtaking...
52/125
-
Fumarole
Basic Land — Environmental
: Introduce steam vents to the story. The current landscape is transformed into a mountainous surface (difficult terrain), and all present must make a Very Hard (18) Toughness test or become Sickened from the released stale air.
Steam vents build up pressure just underneath the surface up until the time that they violently break through.
53/125
-
Garou Moot
Land — Festival
Perishable (disappears at end of session).
Whenever you complete a spirit quest, you gather
.
: Reroll a Veer or Semble test.
A gathering of all leaders of the Garou tribes to determine decisions of the greatest importance to Mother Gaia.
R/+0
54/125
-
Gentle Breeze
Basic Land — Environmental
: You may recover
. Introduce a gentle breeze to the story.
, sacrifice Gentle Breeze: Counter an Environmental effect (instead, introduce a gentle breeze to the story).
55/125
-
Gravitic Disturbance
Basic Land — Environmental
: You may reroll a Psionic or Mentem test. Introduce a localized failure of gravity to the story. Flying becomes very dangerous, and things float about randomly for a few hours.
56/125
-
Hail
Basic Land — Environmental
Keywords: Storm
: You may add
to your Mana pool. Introduce a short, violent hailstorm to the story. Everyone caught in the storm takes
Physical Damage (reduced by physical armor), unless they can find shelter.
57/125
-
Hairs on End
Basic Land — Environmental
Keywords: Moon
, Sacrifice Hairs on End: Discharges of Lightning happen all around you. For the remainder of the scene, the Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests) trait applies to all armor irrespective of it having metal.
58/125
-
Hay Fever Season
Basic Land — Environmental
: Introduce a burst of spores to the story. Your Herbam spells have Energize (if it would cause fatigue, prevent
) for the rest of the scene, but each time anyone exceeds their Fatigue Threshold they become Sickened.
A sneeze is but a sneeze is but some plants up in your business...
59/125
-
Hot
Basic Land — Environmental
Restriction: Cannot be used in Winter season.
Keywords: Sun
: You may add
to your Mana pool or reroll an Ignem test. Introduce really dry, hot weather to the story. Every action is Tiring (+1 complexity), unless one is protected from the sun. All Aquam tests have Disadvantage (forced reroll).
60/125
-
Hunter's Moon
Basic Land — Environmental
Restriction: Can only be used during the Autumn season.
Keywords: Moon
: Introduce the first full moon of Autumn. Reroll any Tracking or Hunting test or any test involving spirits.
Many a man would die as soon
By the light of a hunter’s moon
3/125
-
Hurricane
Basic Land — Environmental
Keywords: Storm
: You may add
to your Mana pool. Introduce a large cyclone, hurricane or typhoon to the story (it takes at least an hour to hit your location). It is Very Hard (18) to move about in this weather, and severe damage may be done to buildings (and anyone who does not seek shelter).
62/125
-
Ignis Fatuus
Basic Land — Environmental
Restriction: Can only be used at night.
: You may add
to your mana pool or give a single target Offensive Disadvantage (forced reroll). Introduce a Will-o’-The- Wisp phenomenon to the story.
The lights appear out of nowhere to distract and bedazzle the weary wanderer.
63/125
-
Inexorable Tide
Basic Land — Environmental
Keywords: Alien
Add
to all Corruption tests until the end of the session.
, Sacrifice Inexorable Tide: Waters well up around you, teeming with organisms you have never before seen. You may ignore any one Corruption test.
First spotted near the quaint village of Innsmouth.
64/125
-
Insects
Basic Land — Environmental
: You may add
to your Mana pool. Introduce insect activity to the story. This is usually a mere nuisance (but depending on the place and time it can be a more serious problem).
65/125
-
Krampusnacht
Land — Festival
Perishable (disappears at end of session).
When killing an opponent whose Size is larger than yours, you may Gather
. This does not count towards your Gathering Limit. Krampusnacht might come to an end (sacrifice this card on
).
: Offensive Advantage (free reroll or replace) against an opponent with lower Size.
R/+0
66/125
-
Landslide
Basic Land — Environmental
: You may add
to your Mana pool or reroll a Terram test. Introduce a minor earth tremor to the story, with a small chance (on
) of triggering an avalanche, landslide or rockfall.
67/125
-
Leaves Turning
Basic Land — Environmental
Restriction: Can only be used during the Autumn or Winter season.
,
: You may add
to your mana pool.
,
: You may add
to your mana pool.
Death is a natural part of life...
68/125
-
Life Imitates Art
Basic Land — Environmental
: You may reroll an Imaginem test. Introduce a work of art to the story (this can be an impressive building, painting, statue...). Depending on how cool your idea is, you may be able to gather
. This counts towards your Gathering Limit.
69/125
-
Lightning Strike
Basic Land — Environmental
: You may add
to your Mana pool or reroll an Auram test. Introduce a lightning strike to the story (naturally). It may hit water (on
), a building or tree (on
), an opponent (on
), an ally (on
), or just be a flash in the distance (on
).
70/125
-
Low Tide
Basic Land — Environmental
Restriction: Can only be used at (or near) sea.
: You may add
to your Mana pool. Introduce a sandbar or reef to the story (this may be disastrous for you or other ships in the area if not spotted and avoided).
71/125
-
Lunar Renewal Festival
Land — Festival
Perishable (disappears at end of session).
Advantage (free reroll) for Dancing and Song tests.
: Add
to your Mana pool.
, sacrifice Lunar Renewal Festival: Gather
from a large crowd of celebrating people.
Scaring off monsters with bright lights and loud noises is an honored tradition to is celebrated at the start of the year.
R/+0
72/125
-
Mackerel Skies
Basic Land — Environmental
: Introduce Mackerel Skies to the story. Reroll a defense test against an Auram effect, or against an effect with the Sun or Moon trait.
73/125
-
Malthusian Catastrophe
Basic Land — Environmental
, sacrifice Malthusian Catastrophe: Introduce a sudden boom in population in a nearby town. All effects caused by Food equipment are no longer active. Discard all Locked Food equipment. All Corpus spells have Advantage (free reroll) until the end of the scene.
74/125
-
Market Shortage
Basic Land — Environmental
, sacrifice Market Shortage: Introduce a wandering market to the story. You may sell common items for a copper coin until the end of the scene, but all acquisition tests have their difficulty increased by 2.
75/125
-
Mating Season
Basic Land — Environmental
, sacrifice: Introduce the mating season for a specific type of animal. These animals will be extremely protective and on their guard. Gather
(magic test) and you have Offensive Disadvantage (forced reroll) for Animal Handling for the rest of the scene.
4/125
-
Memory Storm
Basic Land — Environmental
Keywords: Storm
, Sacrifice Memory Storm: Until the end of the scene, all Shout, Psionic and Matrix techniques add Tiring (+1 complexity) to their actions in additional to their normal effects. Each time someone
such a technique, they add
to their Mana pool.
76/125
-
Meteor Swarm
Basic Land — Environmental
: You may add
to your Mana pool. Introduce a meteor (swarm) to the story. It is destructive, but may provide interesting challenges or opportunities. If there’s already been a meteor this season, instead the GM draws a Trump.
77/125
-
Midnight Mass
Land — Festival
Keywords: Faith, Blood
Perishable (disappears at end of session).
: Add
or
to your Mana pool.
: Introduce a mob of religious zealots to the story.
There seems to be something off with the priest, but I can’t put my finger on it.
R/+0
78/125
-
Mirage
Basic Land — Environmental

: Add
to your mana pool or Defensive Advantage (free reroll or replace) once this round. Introduce an optical illusion that distracts your attacker.
Beauty is often but an illusion...
79/125
-
Misty
Basic Land — Environmental
: You may produce a sympathetic link to any land or reroll a Stealth test. Introduce misty weather to the story (naturally). Mist limits vision to approximately 5 paces.
In the misty morning, on the edge of time
We’ve lost the rising sun, a final sign
80/125
-
Monday Morning Blues
Basic Land — Environmental
: Introduce a general feeling of unease to the story. All Alertness and Recovery tests have Disadvantage (forced reroll). There is a chance (on
) to gather
.
Why did I have to get up this morning?
81/125
-
Moonlight
Basic Land — Environmental
Restriction: Cannot be used during daytime.
Keywords: Moon
: You may reroll an Animàl test (or, if you are a shifter, any test). Introduce a clear, moonlit night to the story. It is bright enough to see without aid.
Moonlight drowns out all but the brightest stars.
82/125
-
Muddy Ground
Basic Land — Environmental
: You may force an opponent to make an opposed Fellowship test against you (the loser is knocked down). Introduce wet, slippery ground to the story that counts as difficult terrain. This also provides a sympathetic link to bayous, bogs, fens, marshes and swamps.
83/125
-
Nice Day For a White Wedding
Basic Land — Environmental
Keywords: Festival
, sacrifice: Introduce a wedding to the story. The joyous energy of the attending guests allow you to gather 
(magic test)
Hey little sister, what have you done
Hey little sister, who’s the only one
Hey little sister, who’s your superman
Hey little sister, who’s the one you want
84/125
-
Noxious Fumes
Basic Land — Environmental
: All actions are Tiring (+1 complexity) for the rest of the scene. All characters make a Very Hard (18) Toughness test. If they fail, they become Exhausted.
A sulfurous smell accompanies the fumes rising from the ground. It takes away your breath, and it feels like a huge weight is placed on your lungs.
85/125
-
Once in a Blue Moon
Basic Land — Environmental
Restriction: Can only be used at night.
Keywords: Moon
, sacrifice Once in a Blue Moon: You may add any Environmental Land with the Moon keyword to your grimoire, if it is still available.
86/125
-
Pele’s Hair Formation
Basic Land — Environmental
, sacrifice: Introduce Pele’s Hair to the story. Until the end of the scene, all effects causing Fire Damage only cause
Fire Damage, and the Flaming and
Flaming traits do not trigger.
Pele’s Hair is a fibrous substance that forms after intense heat such as magma from a volcano.
87/125
-
Pitch Black
Basic Land — Environmental
Restriction: Cannot be used during daytime.
: You may reroll a Stealth test while outside. Introduce a dark, starless night to the story (naturally). Ideal for creeping about, but then again you won’t see much yourself.
88/125
-
Planetary Alignment
Basic Land — Environmental
Keywords: Planar
, sacrifice Planetary Alignment: Introduce a planetary alignment to the story. The Dragon’s Veil falters, and planar travel becomes easier for the duration of the scene. Reduce the Complexity of any Astronomy test by four.
A perfect alignment to falter all grand scale magic.
89/125
-
Purple Haze
Basic Land — Environmental
Untraditional (cannot be affected by a normal hermetic spell)
: Gather
(magic test). Introduce the Purple Haze to the story.
The Purple Haze seems to be either like a mist or a light or something in between...
90/125
-
Quicksand
Basic Land — Environmental
Restriction: Can only be used in a rural area.
: You may add
to your Mana pool. Introduce quicksand (or a similar terrain feature) to the story. Treat this as a Hard (16) Trap for allies and enemies alike.
91/125
-
Rainbow
Basic Land — Environmental
Keywords: Sun, Rain
: You may reroll a Bargain (or any number of resource dice) or Imaginem test. Introduce a rainbow to the story. Your chances to encounter (or summon) a leprechaun or spirit this session are increased.
If your dream is at the end of a rainbow you’ll never reach it.
92/125
-
Rainy
Basic Land — Environmental
Keywords: Rain
: You may force an opponent to make an opposed Fellowship test against you (the loser is knocked down) or reroll an Aquam test. Introduce rainy weather to the story. Being soaked applies Disadvantage (forced reroll) for most actions.
93/125
-
Recent Fissure
Basic Land — Environmental
Restriction: Can only be used in a rural area.
: You may reroll a Terram test. Introduce a ravine (or similar terrain feature) to the story. It may be an obstacle for you or your pursuers, but never a trap. Maybe there’s something interesting at the bottom?
94/125
-
Red Seas Under Red Skies
Basic Land — Environmental
Keywords: Sun
: Reroll a Navigation, Cartography, Sailing or Swimming test. Introduce red skies and a shipwreck to the story. On rare occasions there is still treasure aboard. Gain a copper coin (on
).
Red sky at night, sailors delight. Red sky in the morning, sailors take warning.
95/125
-
Rune-Scarred Heavens
Basic Land — Environmental
Restriction: Cannot be used during daytime.
While in play, all have Disadvantage (forced reroll) for Stealth tests.
, sacrifice: You have Advantage (free reroll) for Crafting tests of magical items. Introduce a clear night sky riddled with giant runes to the story. Something feels off.
The heavens flare up with giant glowing runes.
96/125
-
Rustling of Bamboo
Basic Land — Environmental
Keywords: Storm
Requirements: Can only be used near large amounts of vegetation (like a forest).
, Sacrifice Rustling of Bamboo: Introduce a strong wind to the story that moves the trees and produces a howling sound. All Social attacks or attacks that require
have Disadvantage (forced reroll) and Doomed (forced redraw of Trump).
97/125
-
Saturn Return
Basic Land — Environmental
Keywords: Planar.
, sacrifice Saturn Return: Introduce a visible planet in the sky to the story. Until the end of the scene, you (but not your party) are Destined (free redraw of Trump) when risking Trumps.
98/125
-
Shadow of a Dragon
Basic Land — Environmental
, sacrifice: Reroll a Social attack. Introduce a Dragon Sighting to the story. On a critical success, the Dragon is close by and causes Burning to all present and you may gather
(magic test).
Although only acting on instinct, this creature is none the less a lethal threat.
99/125
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Sinkhole
Basic Land — Environmental
: You may add
to your Mana pool or reroll a Terram test. Introduce a sinkhole to the story. Treat this as a Hard (16) Trap that can affect allies, buildings and enemies alike.
100/125
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Snowy
Basic Land — Environmental
Restriction: Not usable in Summer season.
Keywords: Storm
: You may add
to your Mana pool or reroll an Aquam test. Introduce snowy weather to the story. Movement is difficult terrain, and remains so for several days. All Ignem tests have Disadvantage (forced reroll).
101/125
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Solar Flare
Basic Land — Environmental
Keywords: Sun
: Introduce a solar flare to the story. Your next Ignem attack gains Blinding ([Swords]: target is blinded). Reveal a {Trump} from the deck. On
, sacrifice Solar Flare and Gather
.
102/125
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Spatial Rupture
Basic Land — Environmental
: You may add
to your mana pool, only to be used for a Teleport effect or reroll a Teleport test. Introduce a crack between dimensions that might inadvertently affect the destination of your teleport.
Snap... Crackle... Pop...
103/125
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Starlit Night
Basic Land — Environmental
Restriction: Not usable during daytime.
: You may reroll an Astronomy, Auram or Imaginem test. Introduce a starlit night to the story (naturally). Dark, but doable.
Though my soul may set in darkness, it will rise in perfect light; I have loved the stars too fondly to be fearful of the night.
104/125
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Still Raining
Basic Land — Environmental
Keywords: Rain
: You may add
to your Mana pool. Introduce continuing rainfall (for several days) to the story (other environmental effects are suppressed). Being soaked applies Disadvantage (forced reroll) to all actions.
I thought the morning would rescue me.
But the rain keeps falling, endlessly.
105/125
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Storks Perching
Basic Land — Environmental
, sacrifice: Introduce a pregnancy into the story. Gather
(magic test to slot a mana token).
, sacrifice: Introduce a miscarriage into the story. Gather
(magic test to slot a mana token).
Sighting these birds has often indicated the joyous news of new life.
106/125
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Stormy
Basic Land — Environmental
Keywords: Rain, Storm
: You may add
to your Mana pool. Introduce a fierce storm to the story, the kind of weather you absolutely do not want to be out and about in (especially at sea).
When you come out of the storm, you won’t be the same person who walked in.
107/125
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Such a Perfect Day
Basic Land — Environmental
Keywords: Sun
: Introduce a sun-laden lazy day to the story. You may take a day of rest (to heal wounds or recover fatigue) without impacting any deadlines.
Just a perfect day
Problems all left alone
108/125
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Sunny
Basic Land — Environmental
Restriction: Cannot be used at night.
Keywords: Sun
: You may recover 
. Introduce sunny weather to the story.
Keep your face to the sun and you will never see the shadows.
109/125
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The House Always Wins
Basic Land — Environmental
: Reveal a random Trump from the deck. On
, sacrifice The House Always Wins: The test botches and you can no longer reroll this test. Otherwise, you may reroll any test. On a {Court} Trump, the test becomes a critical success if successful.
61/125
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The Longest Time

Basic Land — Environmental
, sacrifice The Longest Time: Introduce a feeling of uncertainty to the story. Use an effect of another Environmental Land you have slotted without needing to pay the cost. If this effect would gather Mana or is an effect that can only happen once each session, you might attract the attention of a Timekeeper.
If you said goodbye to me tonight...
6/125
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Thick Foliage
Basic Land — Environmental
: You may reroll a Herbam test, then introduce thick foliage to the story (even in an urban environment you can introduce an unkempt park or overgrown alley). This is at least difficult terrain, but may also apply Disadvantage (forced reroll).
110/125
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Tornado
Basic Land — Environmental
Keywords: Storm.
Any use introduces a Tornado to the story. {Court} Trumps cause Knocked Down in addition to their Combat effect.
: Random movement moves characters 2 times in a random direction (determined by the active Trump) for the rest of the scene.
: Change the random movement direction (determined by the active Trump) to a direction of your choice.
111/125
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Trade Winds
Basic Land — Environmental
: You may reroll a Bargain (or any amount of commerce dice), Navigation or Sailing test. Introduce a steady, east to west wind to the story (it usually persists for days). If you are at sea, you may also introduce a ship.
112/125
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Trainspotting
Basic Land — Environmental
: You may add
to your Mana pool or reroll an Engineering test. Introduce the dwarven railroad to the story (on
) or introduce drug addiction to the story (on
).
Choose life.
113/125
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Tremors
Basic Land — Environmental
Restriction: Not usable in valleys.
: You may add
to your Mana pool or reroll a Terram test. Introduce an earth tremor to the story (buildings may collapse, people may be knocked down).
114/125
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UFO Sighting
Basic Land — Environmental
: Introduce an unexplained (if need be flying) phenomena to the story. Reroll a Mentem, Psionic or Illusion test.
What’s that in the sky? Is is a bird, a mechanical device, or a flying Magus?
115/125
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Unexpected Cameo
Basic Land — Environmental
: Introduce an unexpected occurrence to the story that has no effect except to befuddle all present. Everyone recovers 

(fatigue).
Who is this mysterious old man that keeps popping up in every story I am told?
116/125
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Violent Tsunami
Basic Land — Environmental
Restriction: Can only be used at (or near) sea.
Keywords: Aquatic, Storm.
, sacrifice Violent Tsunami: Introduce a Tsunami to the story. For the rest of combat, all Aquam spell effects that cause damage are Lethal (critical success on 5+). If they were already Lethal, they become Murderous (critical success on 4+).
117/125
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Visions Beyond the Veil
Basic Land — Environmental
Requirements: Only usable within the Dragon’s Veil.
Keywords: Planar
, Sacrifice Visions Beyond the Veil: Any non-horoi target receives terrifying visions from beyond the Dragon’s Veil. Each round they must pass an Extremely Hard (20) Willpower test, or lose 4 AP. Once succeeded, this effect ends.
118/125
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Volcanic Fallout
Basic Land — Environmental
: You may add
to your Mana pool or reroll an Ignem test. Introduce a cloud of volcanic ash to the story. This obscures a large area and can even rain down fiery embers.
Remind me that the most fertile lands were built by the fires of volcanoes.
119/125
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Waterspouts
Basic Land — Environmental
Restriction: Can only be used at (or near) sea.
Keywords: Aquatic, Storm.
: Introduce waterspouts to the story. For the rest of combat, at end of each turn, reveal a Trump which causes each participant in this battle to move 2 squares in the direction of the drawn Trump. This movement cannot be negated.
120/125
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Wellspring of Spirits
Basic Land — Environmental
, sacrifice Wellspring of Spirits: Introduce a Wellspring of Spirits to the story. For the rest of combat, everyone has Energize for all spells (if it would cause fatigue, prevent
) that involve spirits and Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative).
9/125
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Whispers in the Wind
Basic Land — Environmental
: Introduce a cryptic phrase to the story. The winds carry it forth. Reroll an Abjuration spell or ignore the
requirements for a spell or technique.
Anáil nathrach, ortha bháis is beatha, do chéal déanaimh...
121/125
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Windy
Basic Land — Environmental
Keywords: Storm
: You may recover
or reroll an Auram test. Introduce windy weather to the story. It can be an invigorating breeze or a fierce squall: everyone in the scene must succeed in a Hard (16) Strength test to avoid being Knocked Down.
Gather the wind, though the wind won’t help you fly at all.
122/125
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Witching Hour
Basic Land — Environmental
Restriction: Can only be used between midnight and morning.
: Reroll a Magic test.
: For the rest of the scene, reduce the Complexity of all magic spells by
.
Strange things happen during the Witching Hour and seemingly impossible things suddenly become all too possible.
123/125
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Year of the Snake
Land — Festival
Perishable (disappears at end of the season).
, when successfully performing a Serpentine test: You may discard a {Trump} to draw a {Trump}.
Remove 
from attack pool (5 AP or more):
Year of the Snake.
R/+0
125/125