• Aard Sign2WU Rego — Aquam, Imaginem U Cost: T, 5 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Target: Individual (can be extended to affect a group).
    Your will exerts itself on an opponent. Make a Magic vs Resistance test. If successful, the opponent has its Mobility Points reduced by 3 until the end of next round. On a critical success, they are Pinned.
    10/- 422/764
  • AbjureBB Perdo — Vim C Cost: 1 AP, rh, vb, Sacrifice a B card (it goes to your grimoire, you can slot it again next session — mana is a token, not a card).
    Duration: Instant.
    Keywords: Abjuration.
    • Phenomenal (can use full house for free).
    You attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell has no effect. On a critical success, this spell cannot be countered.
    5/10 173/764
  • Abjurer’s TrapWWW Creo, Muto — Imaginem U Cost: T, 1 AP, fo.
    Duration: Instant.
    Keywords: Illusion, Trap.
    You need {two silver coins} to cast this spell. When an opponent attempts to counter one of your spells, you reveal that it was just a decoy. Make a Hard (16) Magic test. If successful, your opponent must counter this spell, instead of your original spell (there is no test to see if your trickery is noticed, there simply is no time). On a critical success, you Q Abjurer’s Trap at the end of the scene (this trick will not work twice in a row) and your opponent must T all Abjuration spells in her or his grimoire (some spells will still work when tapped).
    10/20 33/764
  • Abjurer’s TrapWWW C
    34/764
  • Absorb DaylightWW Muto — Auram C Cost: T, 7AP, rh, vb, WWW.
    Duration: Instant.
    Requirements: Only usable during the day.
    Make a Very Hard (18) Magic test. If successful, gather W. On a critical success, add W to your Mana Pool.
    While Absorb Daylight is untapped, you have Advantage (free reroll) to gather W.
    35/764
  • Absorb ManaBB Perdo — Vim C Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    • Balanced (+1 defense die, up to 6).
    You attempt to dissipate the energy of a single target spell that targets only you. Make a Warding vs. Magic test. If successful, the spell has no effect. On a critical success, you add B to your Mana pool.
    B: You Q Absorb Mana.
    I don’t need to have the perfect plan. My foe just has to have an imperfect one. Self 175/764
  • Absorb ManaBB C
    174/764
  • Abyssal Armor2W/BW/B C
    703/764
  • Abyssal Armor2W/BW/B Creo — Imaginem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Nethermancy, Blessing
    Target: Individual (can be extended to affect a group).
    You touch the chest of any target where its heart resides. Make a Very Hard (18) Magic test. If successful, the target is enveloped with a transparent layer of shadow resembling an armor. This grants the target a special Armor Save of 4+ (roll 4 or more, ignoring penetration against a di spell attack or physical attack), that prevents any Condition caused by a trait of that attack (but not by court damage trumps).
    If you would extend this spell, you risk D for each additional target.
    Self/Touch 702/764
  • Aegis of the HearthI C
    1/764
  • Aegis of the HearthI Ritual S Cost: 1 day, rh, vb.
    Duration: Year.
    Keywords: Ritual (requires that you perform a short ritual at twilight).
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    • Dependable (advantage for durability and save tests).
    • Skilled (+1 die) for Magic Save tests.
    Aegis of the Hearth is a cooperative ritual (not a spell) most magi use to protect their homes and laboratories from other wizards’ magic. Typically it is used to protect an entire Covenant, but there is nothing to prevent a Magus from casting it to protect his sanctum or some other locale.
    The Aegis works a lot like a Magic Save of 2+ (before defense, roll 2 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you), except it does not tap. It protects against spells and other supernatural powers, unless the caster participated in the casting of the Aegis (or has a special token given by the casters of the Aegis).
    It also prevents enchanted or mythical creatures from entering the protected area.
    An often forgotten point is that the Aegis also affects magic items, and can block active enchanted devices or prevent items inside from activating their powers.
    756/764
  • Aether Gust1WWW Creo — Auram U Cost: T, di, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Aeolomancy.
    Target: Individual (can be extended to affect a group).
    You conjure a fierce gust of wind to knock down your opponent. Make a Magic vs. Block, Dodge test (targets with more than two legs, or larger than you, have advantage). If successful, the target is Knocked Down. On a critical success, Q Aether Gust.
    10/20 36/764
  • Aethric SignUB Intellego — Aquam, Vim C Cost: T, 10 AP, lhrh, eye.
    Duration: Instant.
    Keywords: Glyph.
    Advantage (free reroll) for Laboratory tests.
    Make a Normal (14) Magic test. If successful, you can perform a Laboratory test to identify an object without needing a laboratory to perform it in. The Difficulty of this test is reduced by 1 and is considered a Decipher test.
    Touch 423/764
  • Air ArmorWWW C
    38/764
  • Air ArmorWWW Rego — Auram U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Aeolomancy, Blessing.
    Target: Individual (can be extended to affect a group).
    You gently fan air towards the target. Make a Magic test. If successful, the target is protected by an airy armor (on all locations, not cumulative with worn armor) that has:
    • Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    • Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause).
    • Fleet (+1 mobility point, cumulative).
    • Mobility +1 (an extra mobility point).
    On a critical success, the armor also has Bulwark (one use of defensive advantage in melee per round).
    Air Armor’s armor value is doubled against Thunder damage, and it is intentional that you do not have to T to use the armor save.
    Touch/5 37/764
  • Air BlastWW C
    40/764
  • Air BlastWW Creo — Auram C Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Aeolomancy.
    • S Trip ([Court, Swords]: target is knocked down).
    You take a deep breath in and point in a direction while you breathe out. Make a Magic vs. Dodge test. If successful, target is Pushed back X paces. On a critical success, target is also Knocked Down. In any case, after the attack you Shift (maneuver one pace; this replaces the random movement after an attack) the target (even if the attack was defended).
    If a target is pushed over difficult terrain, obstacles or other characters, he (and other characters) have to make a Hard (16) Strength test or be Knocked Down.
    W: Air Blast gains Limit Break (set a single combat pool to 7 until the end of your next turn) (set a single combat pool to 7 until the end of your next turn).
    10/20 39/764
  • All Water Flows1UUU Creo, Rego — Aquam R Cost: 1 AP, rh, vb, fo.
    Duration: Sustained.
    Keywords: Hydromancy.
    You swirl a {stream of water} around you that acts as a shield for all non-Aquam attacks against you. Each time you defend against one or more attacks, roll 1d6. On a 3+ (modified by the penetration of the attack, to a max of 6), one of these attacks is deflected by the stream of water.
    Self/Touch 111/764
  • Alleviate the Serpent’s BiteGU Perdo — Animàl, Herbam C Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Serpentine.
    Alleviate the Serpent’s Bite can automatically destroy one dose of animal or plant poison stored in a container or applied to a blade, no test needed. As longs as you have this card slotted, the poisonous trait cannot be used on you (you can still get poisoned, just not by that trait).
    If your target is a poisonous animal or plant, make a Magic vs. Warding test. If successful, all poison inside the target is rendered inert (although it will start producing new poison naturally). On a critical success, the target permanently stops producing poison.
    Alternatively, Alleviate the Serpent’s Bite may be cast on a single Poisoned target. Make a Normal (14) Magic test. If successful, your target immediately gains a free Recovery test, which can be used only to remove a Poison Injury card.
    On a critical success, or when you pay G/U, you Q Alleviate the Serpent’s Bite.
    Touch/5 424/764
  • Alleviate the Serpent’s BiteGU C
    425/764
  • Ancestor RuneI Rune — Spell C T, E, Sustained: You activate ancestral runes and have (choose one):
    • Advantage (free reroll) for one skill.
    • Enhance any Combat pool [+1/6].
    • Enhance Engagement Limit [+1/4].
    • Mobility +1 (an extra mobility point).
    Touch 2/764
  • Anchored from Below1BW/BW/B Muto — Imaginem, Vim U Cost: T, 5 AP, lhrh.
    Duration: Sustained.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    Keywords: Nethermancy.
    Make a Hard (16) Warding test. Everyone in your aura (5 paces) becomes immune to the Displace ([Swords]: target is teleported 1d6 paces in a random direction) trait, Teleport magic, or any effect (except for random movement) that would involuntarily move them.
    Self 704/764
  • Ancient Curse1WB Muto — Imaginem, Vim U Cost: 7 AP, fo, rh, vb.
    Duration: Sun (cannot be extended).
    Keywords: Curse.
    You sacrifice {any item that is at least a hundred years old} and laugh at a single humanoid target. Make a Magic vs. Warding test. If successful, choose a suit (cups, pentacles, swords or wands). When the target’s active Trump is of the chosen suit, the target suffers FFFFFFF and Ancient Curse is destroyed. On a critical success, the curse lasts until the end of the lunar cycle.
    20/50 426/764
  • Animal Possession1UUR C
    428/764
  • Animal Possession1UUR Muto, Rego — Animàl, Mentem U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Make a Magic vs. Warding test (if you are a skinchanger, you can choose a humanoid target, but have disadvantage for this test). If successful, you enter the target’s mind (your own body becomes unresponsive), and can gather information, both from their mind and sensory input. On a critical success, gain the Duelist (one use of offensive advantage in duels) trait against the target.
    While in the target’s mind, you may challenge them to a psychic duel. If you win, you may take control over the target’s body (your current body remains unresponsive). If you lose, you are violently forced back into your body.
    The skinchanger ability manifests during adolescence as vivid dreams in which the character sees and perceives the world through the senses of an animal. Over time and with practice, he or she can learn to enter the mind of any animal at will. 20/50 427/764
  • Animate DeadXBB Rego — Corpus C Cost: 6 AP, fo, rh, vb, X is equal to the upkeep of whatever you are animating.
    Duration: Instant.
    Keywords: Necromancy, Summoning.
    Target: Individual (can be extended to affect a group).
    Animate Dead allows you to create simple animated undead (skeletons and zombies) from a {pile of bones} or a {dead body}. Make a Normal (14) Magic test. If successful, the creature animates (with 2 action points) and is automatically under your control (as long as you do not exceed what you can control). You must pay its upkeep cost (if any) immediately.
    5/10 176/764
  • Animate TreeX1GG C
    358/764
  • Animate Tree2GG Creo, Rego — Herbam U Cost: 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Natural, Summoning.
    Animate Tree allows you to quickly animate a tree in your environment (either a young, an adult, or a revered tree) as a Treefolk Servant. Make a Normal (14) Magic test. If successful, the creature appears (with 2 action points if a creature) and is automatically under your control (as long as you do not exceed what you can control and sustain this spell).
    Treefolk always have Vulnerable (injury threshold is halved) to fire, and their abilities are based on the animated tree. Uncontrolled Treefolk created by this spell freeze into place as a tree where they stand.
    I’m not a tree... Touch/5 359/764
  • Apportation Strike1UBB C
    429/764
  • Apportation Strike1UBB Rego — Vim U Cost: 7 AP, rh.
    Duration: Instant.
    Keywords: Teleport.
    • S Displace ([Court, Swords]: target is teleported 1d6 paces in a random direction).
    With a wave of your hand, you fold space around a single target no larger than twice your size. Make a Magic vs. Warding test (magic resistance does not apply to this spell, since it affects space around the target). If successful, the target is teleported X paces in a random direction. On a critical success, the target is also Disoriented and Risks D (on R, lost in time and space).
    Here one minute, gone the next. 5/10 430/764
  • Arcane EyesWB Muto — Corpus, Imaginem C Cost: T, 5 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Blessing, Divination.
    Your eyes turn milky white as you cast this spell. Make a Normal (14) Magic test. If successful, you have Advantage (free reroll) for Perception and Willpower tests. On a critical success, you are also Skilled (+1 die) for Perception and Willpower tests.
    T: Prevent EE caused by any spell.
    Self/Touch 431/764
  • Arcane MutteringsURR Muto — Animàl or Mentem U Cost: T, 1 AP, vb, Risk {Wands}.
    Duration: Sustained.
    Keywords: Shout, Song.
    You attempt to confuse and scare a single target animal or humanoid that can hear you by uttering dire and largely incomprehensible warnings. Make a Magic vs. Warding test. If successful, your target is Confused as long as you keep muttering and stay in line of sight. On a critical success, you may choose to have your target become Fleeing instead.
    10/20 432/764
  • Aria of Destruction3BGW Perdo — Imaginem, Terram, Vim R Cost: T, 10 minutes, fo, rh, vb.
    Duration: Instant.
    Keywords: Ritual, Song.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    As a focus for this ritual, you need {a piece of its infrastructure} (for example a stone from its walls). Make a Music Magic vs Durability (of the targeted structure in question) test. If successful, the resonance of your song destabilizes the structure, and makes it start to collapse. All inhabitants are Knocked Down. On a critical success, this collapse happens at an accelerated rate, causing multiple injuries and possibly even casualties inside the structure.
    It all comes crashing down... 10/20 434/764
  • Aria of Destruction3BGW C
    433/764
  • Assimilate KnowledgeWBR C
    436/764
  • Assimilate KnowledgeWBR Intellego — Imaginem, Mentem, Vim U Cost: 10 minutes, fo, rh, vb.
    Duration: Sustained.
    Keywords: Atramentus, Divination.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You take place in {the center of a library} (or room with texts). Make a Hard (16) Magic test. If successful, all text in the room flies towards you and you absorb them and the information contained within (this destroys the books). This does not grant you permanent knowledge (your mind cannot process that much information), but you can skim the collection of knowledge by asking questions (one per round), and thus quickly collect information without spending days or years searching through every text. You can, however, store specific knowledge with Book Memory.
    Assimilate Knowledge requires extreme concentration to sustain. After each question, you must make a Willpower test (E) or lose the knowledge. The first test is Easy (12), but the difficulty goes up one level (+2) each question.
    Self 435/764
  • Assuring TouchRRR Muto — Mentem U Cost: T, 1 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You think positive thoughts about any subject, then gently touch the target on the arm, shoulder, or head. You must murmur some bromide like “everything is going to be all right” for the spell to take effect. Make a Hard (16) Magic test. If successful, you remove the worst of the target’s fears and worries, turning their thought to the positive things you brought to mind. This grants Advantage (free reroll) for tests to overcome or resist negative feelings. On a critical success, the target immediately gains Limit Break (set a single combat pool to 7 until the end of your next turn) for Resistance pool.
    There, there. Granny is here now. It was just a nightmare, child. Touch/5 290/764
  • Assuring TouchBBB C
    177/764
  • Astral Flare1WWB Creo — Imaginem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Nethermancy.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    You release an intense flare of light into the astral plane. Make a Magic vs. Warding test. If successful, anyone looking into the astral plane is Blinded. In subsequent rounds, astral perception requires a Hard (16) Willpower test to avoid Blinded. On a critical success, increase the difficult to avoid or recover from the condition by one level (+2). The flare affects non visual astral perception too (magic is weird), and can dispel magical darkness.
    Touch 437/764
  • Astral ShieldBBB Rego — Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You shield your face with your hands, then touch the target. Make a Hard (16) Magic test. If successful, the spell grants a Magic Save of 4+ (before defense, roll 4 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). On a critical success, the spell also grants Advantage (free reroll) for Warding tests.
    Touch/5 178/764
  • Astral ShieldBBB C
    179/764
  • Aura of Heat and Flame2RRR C
    291/764
  • Aura of Heat and Flame2RRR Rego — Ignem R Cost: T, 1 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun, although this is very unpractical).
    Keywords: Pyromancy.
    Aura of Heat and Flame counts as an alternative Defense test (you cannot defend again if it fails).
    You draw {a source of fire} around yourself like a cloak (this will snuff out fires smaller than a bonfire). Make a Very Hard (18) Magic test. If successful, the fire swirls around you, causing a single physical attack directed at you to automatically fail (no trump). In addition, any weapon that targets you must first make a Very Hard (18) Durability test or be destroyed (directed spells have durability equal to their complexity plus two, unarmed attacks have durability equal to toughness). The aura burns hot enough to melt bullets and makes physical contact impossible, but does not harm you. On a critical success, the flames extend two paces from you.
    Emily felt the heat radiate from them both so that the air shimmered and sparked all about them. Self/Touch 292/764
  • Axii SignR Intellego, Rego — Mentem C Cost: T, 10 minutes, rh.
    Duration: Sustained.
    Keywords: Glyph.
    Using your fingers, you make the universal sign for coin. Make a Hard (16) Magic test. If successful, you have Advantage (free reroll) for Bargain and Wealth tests. On a critical success, you may reduce the cost of an item you are acquiring by 1 copper coin.
    Self 293/764
  • Balance the Books3BR Muto — Ignem, Vim U Cost: T, 7 AP, rh.
    Duration: Instant.
    Keywords: Curse, Infernal.
    Make a Magic vs. Warding test. this is considered an Economics test. If successful, the target suffers a Mana Clash (reveal the top card of the deck; if you don’t spend the associated mana, you suffer FF and cannot use Mana until the end of next round). On a critical success, add a Capricious Wrecker Imp to their grimoire.
    B/RB/R: Q Balance the Books.
    We will bankrupt ourselves in the vain search for absolute security. 5/10 438/764
  • Baleful Polymorph2UUU C
    113/764
  • Baleful Polymorph2UUU Muto — Animàl, Corpus R Cost: 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Ovinomancy.
    You snap your fingers at a single humanoid target. Make a Magic vs. Warding test (if you’re attempting a fatal change, such as transforming a landbound target into a fish, you have disadvantage). If successful, you change the target into an animal of roughly the same size (for example, a man into a pig or sheep, but not into a trout). On a critical success, the target has Disadvantage (forced reroll) for Recovery Tests.
    A recipient of Baleful Polymorph may attempt a Recovery Test with Willpower ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to undo the spell.
    • The target can use any of their abilities, as long as it is reasonable (a sheep can charge, but it cannot benefit from weapon training). All pools, however, are set to 5.
    • The target retains any Fatigue and Wounds, as well as its Thresholds.
    • The target retains the ability to think and understands any languages it understood in its original form.
    5/10 112/764
  • Ball of Abysmal Flame3RRR Creo — Ignem R Cost: T, 7 AP, di, lhrh, vb, R.
    Duration: Instant.
    Keywords: Pyromancy.
    Target: Room (affects an entire room or a 2 paces radius circle).
    • Flaming ([Wands]: target is burning).
    • Spectacular (can use three of a kind for free).
    You throw an apple sized ball of fire that bursts into flames when it hits something. Make a Magic vs. Dodge test (everyone makes their own defense test). If successful, you inflict X Fire Magic Damage (reduced by mystic armor). Targets that defend must move out of the area of effect (as indicated by the active trump).
    10/20 295/764
  • Ball of Abysmal Flame3RRR C
    294/764
  • Ballad of Sisyphus1RW Muto — Imaginem, Mentem C Cost: T, 1 AP, W, rh, vb.
    Duration: Sustained.
    Keywords: Song.
    Target: Aura (5 paces).
    Make a Hard (16) Music Magic test. Your song exerts mental pressure on all enemies within your Aura (5 paces) causing it to behave as difficult terrain for them. On a critical success, enemies must pass a Very Hard (18) Willpower test to even be able to enter your Aura. However, this does not prevent ranged attacks against you.
    5/- 439/764
  • Beast to Toad4UU C
    114/764
  • Beast to Toad4UU Muto — Animàl R Cost: 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Natural, Ovinomancy.
    You point at an animal. Make a Magic vs. Warding test (if the animal is larger than you, it gets a bonus die). If successful, the animal turns into an ordinary toad. On a critical success, the effect is permanent.
    A newly created toad will hold a certain terror for peasants and serfs, because many believe toads exude a poisonous substance from their skin.
    5/10 115/764
  • Beautiful DisasterWW Creo, Muto — Imaginem C Cost: T, 1 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Fate, Illusion.
    You superimpose a distant disaster (like an exploding volcano) on the eyes of any number of targets (it also has audible effect). Make a Hard (16) Magic test. If successful, targets are Surprised. On a critical success, the illusion sustains itself.
    Sight 41/764
  • Best FaceWW C
    42/764
  • Best FaceWW Muto — Imaginem C Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion.
    While casting the spell, you splash {water or cologne} on your face. Make a Normal (14) Magic test. If successful, the spell disguises your identity and gives you Advantage (free reroll) for Fellowship tests when you try to convince others of your false identity and attempting to persuade them to act accordingly. On a critical success, you are also Skilled (+1 die) for Fellowship tests.
    If you want to adopt a specific face, you can, provided you have seen the face before.
    Best Face only affects the head and neck of the target, including hair and ears. It does not change the voice of the target, so the character will have to try to speak with the intonation and mannerisms of the borrowed face he has borrowed.
    Self/Touch 43/764
  • Bestial FuryUUR Muto — Animàl, Mentem R Cost: T, 7 AP, rh, vb.
    Duration: Instant (scene, cannot be extended).
    Keywords: Monkey, Blessing.
    Target: Individual (can be extended to affect a group).
    Make a Hard (16) Magic test. If successful, the target gains Damage +1 (roll an extra damage die) and Offensive Advantage (free reroll or replace) the for unarmed attacks. On a critical success, Q Bestial Fury. If you fail, you become Berserk.
    10/20 440/764
  • Black AgainRRR C
    296/764
  • Black AgainRRR Muto — Mentem U Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse.
    You throw a {black chess pawn} to the ground and use it to curse a single humanoid target. Make a Magic vs. Warding test. If successful, the target forgets (and is unable to remember) all of his or her achievements; he or she becomes convinced that he simply cannot succeed at anything and suffers Disadvantage (forced reroll) for every action he takes (and may stumble into a deep, deep depression). On a critical success, the effect lasts until the end of the current lunar phase, and need not be sustained.
    5/10 297/764
  • Blackbird's Escape1WUB Muto — Animàl, Corpus U Cost: T, 0 AP, rh, vb.
    Duration: Instant.
    Requirements: If I Was A Blackbird.
    Keywords: Avian
    Make a Hard (16) Warding test when an opponent injures you. If you succeed, your form dissolves into a flock of blackbirds and the Injury is prevented. Blackbird’s Escape removes you from the current scene, as you make your escape (you can semble back into human form after a rest). On a critical success, chance to gain W/U/B (on W, U, B).
    Self 441/764
  • Bleidd SignUB Intellego — Aquam, Corpus U Cost: T, 1 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Advantage (free reroll) for Sailing tests.
    Make a Normal (14) Magic test. Until the end of the turn your Catch Your Breath actions have -1 Complexity and cost -1 Action Point (to a minimum of one). On a critical success, you may perform an additional Catch Your Breath action in this turn.
    Self 442/764
  • Blessed Light2WWB C
    444/764
  • Blessed Light2WWB Creo, Rego — Imaginem, Vim R Cost: 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Necromancy, Nethermancy, Faith, Summoning.
    Target: Small (can be extended to affect a group of items).
    You pierce astral space to gather pure light while touching an item. Make a Very Hard (18) Magic test. If successful, the item you touched glows with a brilliant white light that wards of evil spirits [Durability: 7] in a 5 paces radius circle. On a critical success, the spell is Dependable (advantage for durability and save tests).
    When a creature of darkness attempts to enter or reach into the area of effect, it must make a Magic vs. Durability test. If successful, the spell is extinguished. If it fails, the spell repels the entity (if you advance, the creature must give ground). Unlike a thaumathurgic circle, the effect is mobile and travels with you, but it does not damage the creatures.
    Touch/5 443/764
  • Blessing of Dauros2BR Intellego, Rego — Mentem, Vim U Cost: 10 minutes, rh, vb, B/R.
    Duration: Sun.
    Keywords: Ritual (requires that you perform a short ritual at twilight), Blessing, Faith.
    Range: Individual.
    Untraditional (cannot be affected like a normal hermetic spell).
    This is a ritual that focuses magical energies into a shield around you to protect from situational effects. No test is needed to activate your Blessing of Dauros.
    Once per scene, the target may prevent any one condition inflicted on them.
    Touch 445/764
  • Blessing of StrengthBB Muto — Corpus C Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You grasp the target’s hand in a warrior’s handshake. Make a Normal (14) Magic test. If successful, the target has Advantage (free reroll) for Strength tests. On a critical success, the target is also Skilled (+1 die) for Strength tests.
    O! it is excellent
    To have a giant’s strength
    But it is tyrannous
    To use it like a giant.
    Touch/5 180/764
  • Blessing of StrengthBB C
    181/764
  • Blink2W/B Perdo, Rego — Corpus, Imaginem U Cost: T, 2AP, rh, technique.
    Duration: Instant.
    You attempt to wink out of existence for just a second. You may use your Magic pool as a defense against an attack. This is considered a Dodge test. It can be used even against attacks that can normally not be dodged.
    Self 705/764
  • Blood FuryRRR Muto — Mentem U Cost: T, 7 AP, rh, vb.
    Duration: Instant (scene, cannot be extended).
    Keywords: Blood, Blessing.
    Target: Individual (can be extended to affect a group).
    Make a Hard (16) Magic test. If successful, the target becomes Berserk (this can be prevented by discarding cups) and then may pay EEE to Limit Break (set a single combat pool to 7 until the end of your next turn). On a critical success, Q Blood Fury. If you fail, you become Berserk yourself.
    10/20 298/764
  • BloomGG Muto — Herbam C Cost: T, 7AP, rh, vb, GGG.
    Duration: Instant.
    Keywords: Natural.
    Make a Very Hard (18) Magic test. If successful, gather G. On a critical success, add G to your Mana Pool.
    While Bloom is untapped, you have Advantage (free reroll) to gather G.
    360/764
  • Boil WaterU/R Rego — Aquam, Ignem C Cost: 10 AP, rh, vb.
    Duration: a few minutes.
    Enhances Fatigue Threshold [+1/16].
    Boil Water enables you to slowly heat approximately a liter of water (or another liquid) to their boiling point (no spellcasting test is needed). Characters that drink the water can recover E once per day.
    Touch 706/764
  • Bone CircleBBB Creo, Rego — Corpus, Vim U Cost: 10 minutes, fo, rh, vb.
    Duration: Moon (can be extended to year).
    Keywords: Necromancy, Ritual (requires that you perform a short ritual at twilight).
    Target: Room (affects an entire room or a 2 paces radius circle).
    You need the {bones of a non sentient animal} for this ritual, in which you invite a wandering spirit to live within it. Make a Hard (16) Occult Warding test (E). If successful, you create a reversed thaumathurgic circle [Durability: 5] and the spirit takes residence inside it (it cannot leave, but it is not very bright and most bone spirits don’t seem to mind being imprisoned and will fiercely defend their prison). On a critical success, the circle has Dependable (advantage for durability and save tests).
    Bone Circle does not break if the bones are moved (in fact, the bone spirit will often rearrange its bones). You may have multiple bone circles in existence at any one time, but you must slot a bone spirit on your “Ally” grimoire page for each one. These circles can function as a trap for spirits, or as a focus for other spells (such as grave message and spirit portal).
    Self 182/764
  • Bone CircleBBB C
    183/764
  • Bone DanceBBB Rego — Corpus U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Necromancy.
    • Accurate (+1 attack die, up to 6) when used against animated undead (such as skeletons and zombies).
    You dance a jig while pointing at a target with a skeleton. Make a Dancing Magic vs. Warding test. If successful, the target’s skeleton is imbued with an independent living force, which then moves the skeleton against the target’s will. The target cannot make Movement tests and moves 1d6 paces in a random direction at the beginning of each turn, but can still take other actions. On a critical success, the target is Inaccurate (-1 attack die) and Unskilled (-1 die) for all actions.
    The target may end the random movement by making a Hard (16) Recovery Test with Strength ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends), but the spell will attempt to regain control on your next turn (as long as you sustain it).
    10/20 184/764
  • Bone DanceBBB C
    185/764
  • Bone Shatter3BBB C
    186/764
  • Bone Shatter3BBB Perdo — Corpus R Cost: T, 7 AP, rh, vb, B.
    Duration: Instant.
    Keywords: Necromancy.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You make cracking sounds while weaving the threads for this spell. Make a Magic vs. Warding test. If successful, the spell inflicts X Magic Damage (reduced by mystic armor) and (regardless of how much F you inflict) breaks one of the target’s arms or legs (give the appropriate injury card to the target). If you choose to break an arm, the target is Disarmed. If you choose to break a leg, the target is Knocked Down. On a critical success, break both.
    At least the break is a clean one. 10/20 187/764
  • Borrow SenseWW Intellego, Muto — Imaginem C Cost: 10 AP, rh, vb.
    Duration: Sustained.
    Keywords: Divination.
    Target: Individual.
    You temporarily take one of your servant’s senses to use as your own. Make a Normal (14) Magic test. If successful, you form an Arcane Connection to the servant and borrow one (or more) of its sense(s). Each additional sense beyond the first costs E. Which senses of the servant you can borrow depends on the situation. You can:
    • Borrow hearing if you can hear the servant.
    • Borrow sight if you can see the servant.
    • Borrow smell if you can smell the servant.
    • Borrow taste if you can lick the servant.
    • Borrow touch if you can touch the servant.
    You cannot use your own senses while sustaining this spell. Likewise, the servant cannot use its senses, but it can function normally through the Arcane Connection.
    If you have Warg Heritage, you can target any animal or humanoid with this spell (not just servants), but a Magic vs. Warding test is needed.
    10/20 44/764
  • Borrow SenseWW C
    45/764
  • Bouncing Blaster2WWW Creo — Imaginem R Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Illusion.
    • Damage +3 (roll three extra damage dice).
    • Illusionary ([Arcana]: attack is disbelieved, has no effect).
    • Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn).
    You send streams of pure mana at a single target. Make a Magic vs. Block, Dodge test (this spell ignores cover and line of sight). If successful, the spell inflicts Magic Damage (reduced by mystic armor). Whether or not the attack is successful (but not when disbelieved), you may pay E to have Bouncing Blaster “jump” to another, distinct target in the aura (5 paces) of the current target (each time you do so, reduce your attack pool by 1). Each “jump” costs [0AP, 2C].
    As an illusion, any injuries or wounds caused by this spell are not real and incur no recovery time. The target will act like they are, but after the scene soon finds out it was all in their mind.
    10/20 46/764
  • Bouncing Blaster2WWW C
    47/764
  • Break Enchantment2BBB C
    189/764
  • Break Enchantment2BBB Perdo — Vim R Cost: 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    You make a crushing gesture with your hand and attempt to end a single non instant, non permanent spell effect that you can sense or an magical item that you can see. Make a Very Hard (18) Occult Magic test (if your target is an enchantment spell or magical item, you have advantage). If successful, the spell must make a Very Hard Durability test with Disadvantage (forced reroll) or be destroyed (spells have Durability equal to Complexity +2). On a critical success, this spell ignores the Dependable (advantage for durability and save tests) trait.
    B: Your target has Disadvantage (forced reroll) for the Durability test. Activate this only before your spellcasting test, up to three times.
    20/- 188/764
  • Break the Oncoming Wave 1UUU C
    116/764
  • Break the Oncoming Wave 1UUU Rego — Aquam U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Hydromancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You adopt a calm expression and make smoothing movements with your hand as you cast this spell. Make a Hard (16) Magic test. If successful, the spell automatically breaks all waves and torrents of waters as they come within range (including magical attacks; treat this effect as a magic save of 2+ against water attacks). The water either crashes to the ground or flows around you in a truly impressive display. On a critical success, the spell has Dependable (advantage for durability and save tests).
    Break the Oncoming Wave will not stop water that starts its movement within the range of the effect, only water that crosses the edges. The direction of the water makes no difference.
    This spell can easily protect ships from violent storms, and many captains will give a Magus free passage if he agrees to protect their ship. Touch 117/764
  • Breathe WaterWU C
    446/764
  • Breathe WaterWU Muto — Aquam, Auram C Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Aeolomancy, Blessing, Hydromancy.
    Target: Individual (can be extended to affect a group).
    You mimic the mouthing of a fish while weaving this spell, then touch the target. Make a Normal (14) Magic test. If successful, the target has Mobility +1 (an extra mobility point) and can breathe comfortably underwater. On a critical success, the target is Skilled (+1 die) for Swimming tests.
    Breathe Water does not prevent a character from breathing air, and prevents certain spells (like drowning sphere and suffocation) from working. The mobility bonus works out of water too (due to better lung capacity).
    We are tied to the ocean. And when we go back to the sea, whether it is to sail or to watch — we are going back from whence we came. Touch/5 447/764
  • Bridge of Stone1GGG Muto — Terram U Cost: T, 7 AP, rh, vb.
    Duration: Moon (can be extended to year).
    Target: Bridge (up to a dozen paces long and two paces wide, length can be extended).
    The ground trembles faintly as you cast this spell. Make a Hard (16) Magic Mining test. If successful, the spell rearranges the earth and stone around you to grow a sturdy bridge [Durability: 5] from where you stand to a point you designate. On a critical success, the duration is extended to permanent.
    T: Prevent Pushed or Pulled.
    Touch/5 361/764
  • Bridge of WoodGGG Creo, Muto — Herbam U Cost: T, 6 AP, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Target: Bridge (up to a dozen paces long and two paces wide, length can be extended).
    You need {a large amount of vegetation} to cast this spell. Make a Hard (16) Magic Agriculture test. If successful, the spell grows a bridge [Durability: 5] made from living leaves, vines and wood from where you stand to a point you designate. The bridge is vulnerable to fire. On a critical success, extend the length or width of the bridge.
    T: Mobility +1 (an extra mobility point) for this and the next round.
    Touch/5 362/764
  • Brine Bolt1UU C
    119/764
  • Brine Bolt1UU Creo — Aquam U Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Cryomancy.
    • Freezing ([Cups]: target is stunned).
    • S Trip ([Court, Swords]: target is knocked down).
    You conjure and hurl a bolt of sea water at a single target. Make a Magic vs. Block, Dodge test (you have disadvantage for this test in arid conditions). If successful, you inflict X Physical Damage (reduced by physical armor).
    A critical Brine Bolt potentially (on U) leaves behind Deep Sea Salt, which you can then add to your grimoire.
    10/20 118/764
  • Broken Concentration1BRR Perdo — Mentem, Vim U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    With a wink and a smile, you break the concentration of another magus, while simultaneously attempting to counter one of his spells. Make a Warding vs. Magic test. If successful, the spell has no effect and the caster must make a Hard (16) Willpower test or end all sustained effects and stances. On a critical success, you Q Broken Concentration.
    T: Make an opposed Willpower test against a target in your aura (5 paces). The loser immediately ends all sustained effects and stances.
    It is intentional that the counterspell portion of this spell only works against magi, while the T ability works against anything. 5/10 449/764
  • Broken Concentration1BRR C
    448/764
  • Calculated Dismissal1BBB Perdo — Vim U Cost: 1 AP, rh, vb, B.
    Duration: Instant.
    Keywords: Abjuration.
    • Astounding (can use four of a kind for free).
    You attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell has no effect. On a critical success, this spell cannot be countered.
    5/10 190/764
  • Call AnimalXUU C
    121/764
  • Call AnimalXUU Rego — Animàl C Cost: 7 AP, rh, vb, X is equal to the upkeep of whatever you are summoning.
    Duration: Sun (cannot be extended).
    Keywords: Summoning.
    Call Animal allows you to call an animal to your side. You can summon “common” animals (provided that it is realistic they are in the area) at will, but those of “uncommon” or higher rarity require that you have an Arcane Connection (through the ritual of binding) to them. Make a Normal (14) Magic test. If successful, the animal comes running (it does not appear magically, but its speed is enhanced tenfold) and is automatically under your control (as long as you do not exceed what you can control), although it will expect to be treated well and will not act against its nature (bunnies will not attack dragons). You must pay its Upkeep cost (if any) immediately.
    5/10 120/764
  • Call FairyXBG/WU/R C
    708/764
  • Call FairyXBG/WU/R Rego — Vim (and as appropriate) U Cost: 7 AP, rh, vb, X is equal to the upkeep of whatever you are summoning. Many fairies have an unconventional upkeep, which is considered to be 0 to calculate X.
    Duration: Sun (cannot be extended).
    Keywords: Summoning.
    Call Fairy allows you to call a fairy to your side. You can summon any type of fairy at will, without a previous contract. Make a Hard (16) Magic test (nothing involving fairies is truly easy, so you have disadvantage). If successful, the fairy appears and time stops as you negotiate for its favor (you cannot do anything else and negotiations may fail, leaving you with nothing). A fairy is never truly under your control (but its complexity does count for what you can control), although it usually performs well within the boundaries of the bargain you struck. It will expect to be treated well and will not act against its nature (summoning both seelie and unseelie fairies may result in hilarious refusal to work together). You must pay its upkeep cost (if any) as indicated on its card.
    5/10 707/764
  • Call Lightning2WWW C
    49/764
  • Call Lightning2WWW Rego — Auram R Cost: 7 AP, di, fo, rh, vb.
    Duration: Sustained.
    Keywords: Aeolomancy.
    You gather {sand from the ground} and let the wind blow it away. Make a Very Hard (18) Astronomy Magic test. If successful, the {clouds overhead} darken suddenly. Beginning on your next turn, you may call a lightning bolt down on a single target at the beginning of each of your turns. If you fail, you Risk D (on G, storm chaser).
    Casting Call Lightning multiple times does not allow multiple bolts each round.
    —Lightning Bolt—
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • Inaccurate (-1 attack die).
    • Penetration: 1 (ignore one point of armor).
    • Stunning ([Pentacles]: target is stunned).
    Make a Magic vs. Dodge test. If successful, you inflict X Thunder Magic Damage (reduced by mystic armor).
    Sight 48/764
  • Call of the Sea1U/R Spell — Land S Cost: 1 AP, vb.
    Duration: Sustained.
    Keywords: Social, Charm.
    Make a Social vs. Resistance test. If successful, the target’s attitude towards you slightly improves (hostile, apprehensive, neutral, friendly, loyal). On a critical success, target is Friendly.
    T: Recover E. Flip Call of the Sea.
    20/50 764/764
  • Call Sand WhaleGGGUUU Intellego — Animàl, Terram R Cost: Not applicable.
    Duration: Permanent.
    Keywords: Summoning, Song.
    Enhances Fatigue Threshold [+1/16].
    Slot this card if you have an Arcane Connection with the southern Sand Whales.
    Although these enormous flying creatures can cause great damage, they are actually very gentle and mild mannered. Any incidents are usually the result of humanoids trying to interact with the elemental beasts in the wrong way. - 450/764
  • Call To Arms1WBR Muto — Imaginem, Mentem, Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Enchantment.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    You throw a veil of enchantment over the battlefield. Make a Hard (16) Magic test. If successful, all attacks made in your aura (5 paces) have Astounding (can use four of a kind for free). On a critical success, enemy attacks in your aura do not receive this benefit.
    Self 451/764
  • Call To JudgmentWBR C
    452/764
  • Call To JudgmentWBR Muto, Rego — Ignem, Imaginem, Vim S Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Requirements: Namà.
    Call To Judgment can only be cast while in combat with a powerful creature of darkness.
    Make a Hard (16) Magic test. If successful, a beautiful, winged woman is momentarily superimposed on the horizon. Reveal Trumps from the top of the Fate Deck equal to the result of your test, minus 14. You may exchange revealed {Swords} and {Wands} cards with cards in your hand. On a critical success, if one of the cards is {Lovers} or {Sun}, add it your hand. If you fail, you Risk D (on B).
    So infinitely vast.
    Stop standing on the edge, take my hand, erase the past forever.
    Self 759/764
  • Calming Verse3GW Muto — Herbam, Imaginem C Cost: T, 6 AP, rh, vb.
    Duration: Sustained.
    Keywords: Song.
    Target: Aura (5 paces).
    Make a Hard (16) Music Magic test. Your song soothes the minds of all allies (including yourself) within your Aura (5 paces) causing them to have Defensive Advantage (free reroll or replace) against Mentem effects. On a critical success, this effect extends to a range of 10 paces.
    T: An ally (or yourself) automatically succeeds in a Recovery test for Angered or Berserk.
    5/- 453/764
  • CampfireRW Rego — Ignem, Imaginem C Cost: T, 10 AP, fo, rh, vb.
    Duration: Sustained (can do this while sleeping).
    Keywords: Blessing, Ritual (requires that you perform a short ritual at twilight).
    You guard {a campfire or small structure} from detection. Make a Normal (14) Magic test. If successful, the campfire is not visible from beyond its aura (5 paces), nor does it produce a lot of smoke or noise. Those trying to find the campsite have Disadvantage (forced reroll) and are Unskilled (-1 die). On a critical success, if the night passes quietly, your companions recover an additional F (if needed).
    Touch 454/764
  • Cast Out of Space and Time 1U/BR Muto, Rego — Aquam, Mentem, Vim U Cost: T, 7 AP, lhrh, vb.
    Duration: Instant.
    Keywords: Chronomancy, Planar.
    Target: Individual.
    Make a Magic vs Warding test. You transport yourself and a target to a netherworld arena. Both become Lost in Time and Space. Unless this condition is prevented, you start an astral duel between you and your target. The loser receives X physical damage and is only returned to your original location at the end of 3 turns from now. (the winner returns immediately).
    Touch/5 709/764
  • CauterizeBR Rego — Ignem, Vim C Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Pyromancy.
    You attempt to counter a single Aquam spell with a wave of reddish mana. Make a Warding vs. Magic Test. If successful, the spell has no effect.
    Alternatively, Cauterize may be cast against a single Bleeding target. Make a Normal (14) Magic test. If successful, your target immediately gains a free Recovery test, which can be used only to end Bleeding (the cauterizing hurts, but does not inflict damage).
    On a critical success, Q Cauterize.
    5/10 455/764
  • CauterizeBR C
    456/764
  • Chain Lightning2WWW Creo, Rego — Auram R Cost: 7 AP, di, lhrh, vb.
    Duration: Instant.
    Keywords: Aeolomancy.
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • Stunning ([Pentacles]: target is stunned).
    You clap your hands, making it sound like a series of thunderclaps. Make a Magic vs. Block, Dodge test. If successful, you inflict X Thunder Magic Damage (reduced by mystic armor). Whether or not the attack is successful, you may pay E to have Chain Lightning “jump” to another, distinct target in the aura (5 paces) of the current target (each time you do so, reduce your attack pool by 1). Each “jump” costs [0AP, 2C].
    10/20 51/764
  • Chain Lightning2WWW C
    50/764
  • Chain of VaporUUU Muto, Rego — Aquam U Cost: T, 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended).
    Keywords: Hydromancy.
    You enchant {a bit of water} to become ethereal chains that swirl around a single opponent. Make a Magic vs. Dodge test. If successful, the target is Immobilized. On a critical success, the target has Disadvantage (forced reroll) for Recovery tests and is forced to drop held items.
    W/U: You Q Chain of Vapor.
    10/20 122/764
  • Chaos BaneDDRG Perdo — Ignem, Terram R Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Hard (16) Magic test. If successful, the weapon must make a Hard Durability test and has the Lethal (critical success on 5+) trait against creatures of darkness and “if you miss, this carries over to your next attack”.
    Either opposing or the same will hurt. Touch/5 457/764
  • Chaos BoltDB Muto — Vim C Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Infernal.
    Penetration: 1 (ignore one point of armor).
    • Fated ([Arcana]: attack fails, has no effect).
    • S Feint ([Court]: remise attack, for which target has disadvantage).
    You twist the mana around you, sending it towards a single target as a glowing green bolt. Make a Magic vs. Block, Dodge test. If successful, inflict X Physical Damage (reduced by physical armor) and the target Risks D (on B). On a critical success, inflict D (no test) instead of lethal damage.
    If the target is in a corrupted area, the difficulty for Sanity tests is increased one level (+2).
    Change is sometimes necessary. But I prefer order. It is more... predictable. 5/10 192/764
  • Chaos BoltDB C
    191/764
  • Charmed SleepXRR Muto, Rego — Mentem U Cost: 7AP, rh, vb.
    Duration: Sustained.
    Keywords: Oneiromancy.
    You yawn at at a single animal or humanoid target (where X is its size). Make a Magic vs. Warding test (you have advantage if the target is bored or sleepy, and disadvantage if the target is active). If successful, the target is (or remains) fast asleep. On a critical success, the effect becomes natural sleep. When you do not sustain the effect, disturbances may allow the target a recovery test.
    Yawing is not unlike any other contagious phenomenon, and can catch on quickly. Touch/5 299/764
  • Chilling CircleUUU Rego — Aquam U Cost: 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Cryomancy, Hydromancy, Summoning.
    Target: Circle (creates a 1 pace radius circle around you).
    • Freezing ([Cups]: target is stunned).
    You spin in a slow circle, increasing speed as you near the end of the spellcasting. You stop suddenly, kneeling to touch the ground. Make a Hard (16) Occult Geometry Warding test. If successful, the moisture in the air rapidly chills, inflicting X Cold Damage to everyone (except you) in the area of effect (they may give ground to avoid the attack). On a critical success, the circle radiates out two paces and opponents cannot give ground (allies can).
    Anyone that steps into the circle automatically takes X Cold Magic Damage (reduced by mystic armor), without a chance for a defense test.
    Chilling Circle cannot be cast in environments without moisture (like a desert) and never harms you if you move through the area of effect. It cannot be broken by movement or attacks.
    Self 123/764
  • Chilling CircleUUU C
    124/764
  • Circle of Beast WardingUUB C
    459/764
  • Circle of Beast WardingUUB Creo, Rego — Animàl, Vim U Cost: 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Natural.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You make warning gestures and noises as you cast this spell. Make a Hard (16) Occult Geometry Warding test (E). If successful, you create a thaumathurgic circle [Durability: 5]. On a critical success, the circle has Dependable (advantage for durability and save tests).
    Circle of Beast Warding breaks if the Magus (or his allies) make attacks from within the circle.
    Mundane beasts will normally give a Circle of Beast Warding (and those in it) a wide berth. When a beast is coerced to step into the circle, or a mystical beast tries to do so, it must make a Magic vs. Durability test to break the circle. If it fails, the circle repels the beast and inflicts X Magic Damage (reduced by mystic armor).
    Self 458/764
  • Circle of Fairy Stones3BGG Creo, Rego — Terram, Vim R Cost: 10 minutes, rh, vb.
    Duration: Moon (can be extended to year).
    Keywords: Abjuration, Natural, Ritual (requires that you perform a short ritual at twilight).
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    You dig your hands into the soil and slowly straighten, raising your hands to the sky. Make a Very Hard (18) Occult Geometry Warding test (E). If successful, a circle of enchanted stone rises from the ground. The stones function as a physical barrier, but also a thaumathurgic circle [Durability: 8] that keeps magic (but not fairies) out. On a critical success, the circle has Dependable (advantage for durability and save tests).
    Circle of Fairy Stones does not break if the Magus (or his allies) make attacks from within the circle.
    Everyone who does not have fairy blood (or a token from the circle’s creator) must make a Magic vs. Durability test to break the circle. If it fails, the circle repels the attacker and inflicts X Magic Damage (reduced by mystic armor).
    Self 460/764
  • Circle of Fairy Stones3BGG C
    461/764
  • Circle of Flame2RRR C
    301/764
  • Circle of Flame2RRR Creo, Rego — Ignem R Cost: 7 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Pyromancy, Summoning.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    • Flaming ([Wands]: target is burning).
    You throw up both arms dramatically. Make a Very Hard (18) Occult Geometry Warding test. If successful, you conjure a circle of intense, roaring flames, inflicting X Fire Magic Damage (reduced by mystic armor) to everyone in the area of effect (they may give ground to avoid the attack). On a critical success, the spell sustains itself.
    Anyone that crosses into or out of the circle automatically takes X Fire Magic Damage (reduced by mystic armor), without a chance for a defense test. In addition, ranged attacks across the circle have Disadvantage (forced reroll).
    Which do you think is a better deterrent: a moat of water or one of fire? 10/20 300/764
  • Circle of HealingBBB Creo — Corpus, Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (the effect can be extended to permanent, the duration cannot be extended).
    Keywords: Faith.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You yell “by the light!”, and slam your staff or weapon into the ground while casting this spell. Make a Hard (16) Occult Geometry Warding test (E). If successful, the spell takes one of the actions below on a single target in the area of effect at the end of each of your turns. On a critical success, the spell can take two actions each turn.
    • Gain a free Recovery test [0AP, 2C].
    • Recover F (if not affected by a condition).
    • Recover E (if not wounded).
    Magical healing is not permanent; the recovered F will return when the spell ends, unless you extend the effect. Self 193/764
  • Circle of HealingBBB C
    194/764
  • Circle of PowerBB Rego — Vim C Cost: T, 6 AP, rh, vb.
    Duration: Instant.
    Target: Circle (creates a 1 pace radius circle around you).
    You create a tight circle of power around you that draws power from nearby leylines. Make a Normal (14) Occult Geometry Warding test. If successful, you create a thaumathurgic circle [Durability: 4] that, if not broken, radiates outward at the beginning of your next turn, allowing you to Limit Break (set a single combat pool to 7 until the end of your next turn).
    Self 195/764
  • Circle of Vegetation Warding BGG Creo, Rego — Herbam, Vim U Cost: 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Natural.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You make warning gestures and noises as you cast this spell. Make a Hard (16) Occult Geometry Warding test (E). If successful, you create a thaumathurgic circle [Durability: 5]. On a critical success, the circle has Dependable (advantage for durability and save tests).
    Circle of Vegetation Warding breaks if the Magus (or his allies) make attacks from within the circle.
    Both mundane and magical vegetation (such as Treefolk) will normally give a Circle of Vegetation Warding (and those in it) a wide berth. This extends to products of this vegetation (such as spores). When vegetation is coerced to move into the circle, or a magical plant tries to do so, it must make a Magic vs. Durability test to break the circle. If it fails, the circle repels the intruder and inflicts X Magic Damage (reduced by mystic armor). This can also be used to contain vegetation within the circle.
    Self 462/764
  • Circle of Vegetation Warding BGG C
    463/764
  • Circling Winds of Protection2WWW Rego — Auram R Cost: T, 1 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Aeolomancy.
    Circling Winds of Protection counts as an alternative Defense test (you cannot defend again if it fails).
    You wave your hand as if swatting away an insect. Make a Very Hard (18) Magic test. If successful, you are suddenly surrounded with winds that circle at great speeds, causing a single physical attack directed at you to automatically fail (no trump). In addition, anyone adjacent to you must make a Very Hard Strength test at the start of their turn or be Knocked Down (stand up requires the same test). Finally, directed and ranged attacks against you (and made by you) automatically fail (no trump), while melee and projectile attacks have Disadvantage (forced reroll). On a critical success, the winds extend two paces from you.
    Self/Touch 52/764
  • Circling Winds of Protection 2WWW C 53/764
  • Clenching Grasp of the Crushed Heart 3BBB Perdo, Rego — Corpus R Cost: T, 10 AP, rh, vb, B
    or 8 AP, rh, vb, B if target is immobilized.
    Duration: Instant.
    Keywords: Necromancy.
    Chanting loudly, you make a grasping motion towards a single target. Make a Magic vs. Warding test (if the target’s size is higher than yours, they receive a bonus die). If successful, the target’s still beating heart appears in your hand as you open it. The target does not die, but suffers the same fate as his or her heart (if it burns, the target burns) and vice versa (if the target burns, the heart burns), as it definitely counts as an Arcane Connection. On a critical success, you have Advantage (free reroll) for Social tests against the target (for as long as you possess the heart).
    The heart may be placed back with a spontaneous Creo Corpus spell.
    Ab, uski jan meri mutti me hai !!! 10/20 196/764
  • Clenching Grasp of the Crushed Heart 3BBB C
    197/764
  • Color SprayW Creo — Imaginem C Cost: T, di, 6 AP, rh, vb.
    Duration: Instant.
    Keywords: Aeolomancy.
    Target: Individual (can be extended to affect a group).
    A dazzling array of flashing, colored light springs from your hand. All affected by the spell become Blinded. The blindness fades naturally, so victims may attempt to recover with a Hard (16) Perception test each round, for which they have Disadvantage (forced reroll).
    1/5 54/764
  • Combat FuryB/RB/RB/R Muto — Corpus, Mentem U Cost: T, 6 AP, rh, vb.
    Duration: Special (lasts until the end of the scene without need to sustain it, or until the target becomes exhausted).
    You rant and gesticulate violently before touching a single target. Make a Hard (16) Magic test. If successful, the target must immediately spend E to Limit Break (set a single combat pool to 7 until the end of your next turn). Each time the limit break wears off, the target must immediately activate it again, but pays and additional E each time. In addition, the target can make only melee weapon or unarmed attacks while under the effect of Combat Fury (no item, missile, social, spell or throwing attacks are allowed). A character cannot benefit from more than one limit break effect at any one time. On a critical success, the target also has Double Chi (damage dice explode). If you fail, the target suffers 1d6 E (oops).
    Touch/5 710/764
  • Combat FuryB/RB/RB/R C
    711/764
  • Command NightflyerUU C
    125/764
  • Command NightflyerUU Intellego — Animàl C Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Natural, Nethermancy.
    Target: Individual (can be extended to affect a group).
    You imitate the flying or speaking sound of the target animal. Make a Normal (14) Magic test. If successful, the spell allows you to converse with the creature and to utter simple commands. You may have to make a Social test for the animal to obey your commands.
    T: Reroll any test against a nocturnal flying creature.
    This spell allows you to converse with and command nocturnal flying creatures, such as owls, and bats. However, you cannot override a creature’s survival instincts or force it to behave against its basic nature. For example, the spell could not force a bat to scout during daylight hours. 10/20 126/764
  • Confront Horror2BBR Perdo — Mentem, Vim R Cost: T, 2 AP, rh, vb.
    Duration: Stance (ends when you or your opponent become knocked down, stifled or stunned).
    Requirements: Horror Stalker, Knight Radiant.
    • Double Chi (damage dice explode).
    This is a risky ritual (not a spell) that allows you to directly engage a Horror [construct] in an astral duel. Make a Social vs. Resistance test (E). If successful, you and the target are forced into an astral duel. On a critical success, Q Confront Horror and the Horror cannot use Trumps during the duel.
    T: One use of Offensive Advantage (free reroll or replace) in any duel against a Horror [construct].
    5/10 464/764
  • Confront Horror2BBR C
    465/764
  • Conjure the Sturdy VineG Creo — Herbam C Cost: 10 AP, rh, vb.
    Duration: Conversation.
    Enhances Death Threshold [+1/24].
    Conjure the Sturdy Vine enables you to grow 10 paces of vine from a moderate quantity of wood, or from fertile soil (no spellcasting test is needed). The vine is extremely strong and pliable, suitable for use as a rope (advantage for Climbing tests).
    T: Reroll a Durability test of any wooden item. On a critical success, Q Conjure the Sturdy Vine.
    Touch 363/764
  • Constrict Heart3BBB Perdo, Rego — Corpus R Cost: T, 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    • Phenomenal (can use full house for free).
    You extend your hand in a grasping motion, facing a single target. Make a Magic vs. Warding test (if the target’s size is higher than yours, they receive a bonus die). If successful, the spell surrounds the victim’s heart with a squeezing layer of astral force. The victim is Immobilized immediately and suffers X Magic Damage (reduced by mystic armor) at the end of each of her or his turns. If the victim prevents or recovers from the condition, the spell ends. On a critical success, increase the difficulty to avoid or recover from the condition by one level (+2).
    Constrict Heart has no effect on creatures without a heart.
    5/10 198/764
  • Constrict Heart3BBB C
    199/764
  • Control Being3U/BU/BU/B Rego — Animàl or Corpus R Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    You hold your body perfectly still, eyes closed, while weaving the threads for this spell. When ready, you open your eyes and fling your arms out towards a single animal or humanoid target (you cannot target spirits with this, but you can control a possessed body). Make a Magic vs. Warding test. If successful, you control the movements and physical actions of the target (who remains in control of his thoughts and speech). On a critical success, increase the difficulty to recover from the effect by one level (+2).
    The target may end the control by making a Very Hard (18) Recovery Test with Willpower ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends), but the spell will attempt to regain control on your next turn (as long as you sustain it).
    10/20 713/764
  • Control Being3U/BU/BU/B C
    712/764
  • Counterdict 1BBB Perdo — Vim U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    You attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell has no effect. On a critical success, this spell cannot be countered.
    Even the greatest inferno begins as a spark. And anyone can snuff out a spark. 10/20 200/764
  • Countermand2BBB Perdo — Vim R Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    You attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell has no effect. On a critical success, this spell cannot be countered.
    Two magi could trade spells all day and never crown a victor. The real battle is not one of power but of will. If your confidence breaks, so too shall you. 20/50 201/764
  • CounterspellBBB C
    202/764
  • CounterspellBBB Perdo — Vim U Cost: 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    You attempt to counter a single target spell (you must be able to sense a spell to stop it, so some form of active astral perception may be required if the spell has no physical manifestation). Make a Warding vs. Magic test (against the caster). If successful, the spell has no effect. If you fail, the spell continues to its intended target as normal (if that is you, remember you cannot defend against an attack twice, although magic resistance, if applicable, will still work).
    5/10 203/764
  • CremateBR Perdo — Corpus, Ignem C Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    You rub some ash or dirt between your fingers and point at a dead body (you cannot target undead creatures with this spell, but you can interrupt a reanimation spell by destroying the raw materials). Make a Normal (14) Magic test. If successful, the spell reduces the target to ashes. On a critical success, draw a Trump from the Fate Deck or add A to your Mana pool.
    466/764
  • Crush Mana1BBB Perdo — Vim U Cost: 1 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    • Damage +1 (roll an extra damage die).
    You crush {a piece of glass} in your hand (inflicts 1 physical damage, although armor protects) and attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell has no effect and the caster must make an opposed Willpower test against you or sacrifice 1 (if the caster does not have mana, he or she takes 1d6 E instead). On a critical success, you have Advantage (free reroll) for the Damage (E) and Willpower tests.
    Your tenacity is admirable, but futile. 5/10 204/764
  • Crush Mana1BBB C
    205/764
  • Crushing WillRRR Perdo — Mentem U Cost: 7 AP, rh.
    Duration: Instant.
    • Stifling ([Wands]: target is stifled).
    You ball your hand into a fist and silently stare towards your target. Make a Magic vs. Warding test. If successful, you inflict X Magic Damage (reduced by mystic armor).
    10/20 302/764
  • Curse of a Foe BesetRWW Creo, Rego — Imaginem, Mentem U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse.
    Make a Magic vs. Warding test (if you and your allies outnumber your foes, you have advantage). If successful, reduce the target’s Engagement Limit to 0. On a critical success, the target also becomes Staggered.
    10/20 467/764
  • Curse of Aeolus1WU Creo — Aquam, Auram U Cost: 10 AP, rh, vb, W/U.
    Duration: Sun (can be extended to moon).
    Keywords: Curse.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You call upon a thick, eerie fog. Make a Hard (16) Magic test. If successful, everyone in the fog halves their Perception and is Unskilled (-1 die) for Willpower tests while you can see normally. Fog will not enter buildings. On a critical success, the duration is extended to Moon (this can have a disastrous effect on crops).
    Touch 468/764
  • Curse of Circe3UUU Muto — Animàl, Corpus R Cost: T, 7 AP, rh, vb, U.
    Duration: Moon (can be extended to year).
    Keywords: Curse.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You curse a group of humanoid targets. Make a Magic vs. Warding test. If successful, you change the targets into swine (all pools are set to 5). On a critical success, extend the duration.
    Unlike Baleful Polymorph, Curse of Circe does not allow a Recovery Test. All other effects are similar, but the extended duration is pretty tough to handle (mentally).
    10/20 127/764
  • Curse of DesperationRR C
    303/764
  • Curse of DesperationRR Creo — Mentem C Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse.
    You attempt to invoke feelings of desperation in a single target in your aura (5 paces). Make a Magic vs. Warding test. If successful, the target is Unbalanced (-1 defense die) for Resistance tests as long as you maintain the spell. On a critical success, the effect lasts until the end of the current lunar phase.
    It is not despair, for despair is only for those who see the end beyond all doubt. We do not. 5/10 304/764
  • Curse of FragilityBB C
    207/764
  • Curse of FragilityBB Muto — Corpus C Cost: 6 AP, fo, rh, vb.
    Duration: Instant (can be extended to sun).
    Keywords: Blood, Curse.
    You must have some {hair, fingernail clippings or blood} of the humanoid target you wish to curse. Make a Magic vs. Warding test (if you fashion a small doll of the target and put the focus in it, you have advantage for this test). If successful, the target has Disadvantage (forced reroll) for Disease, Poison, Recovery and Toughness tests. On a critical success, the effect lasts until the end of the current lunar phase.
    For as the torture grim
    Seized on each withered limb
    The writhing dame
    Mid fire and flame
    Yelled forth this curse on him
    206/764
  • Curse of Greed2BG Muto, Rego — Corpus, Terram U Cost: T, 7 AP, fo, rh, vb.
    Duration: Moon (can be extended to year).
    Keywords: Curse.
    You enchant a {silver coin} which you must then give away freely, without exchange of goods or services, to a humanoid target. Make a Magic vs Warding test. If successful, the target finds the coin in her or his throat each morning (and risks choking on the coin unless they make a hard (16) recovery test with toughness).
    T: Reroll a Wealth test.
    Touch 469/764
  • Curse of ImpotenceBB C
    209/764
  • Curse of ImpotenceBB Perdo — Corpus C Cost: 5 AP, fo, rh, vb.
    Duration: Special.
    Keywords: Curse.
    You need {a bird cage} to cast this spell on any target (although it works best on humanoid males, it can be cast on any target). Make a Magic vs. Warding test (you have advantage if there is a live bird in the cage). If successful, you trap the target’s virility and potency in the birds cage. The target cannot roll damage dice, and (if male) is impotent. On a critical success, the target is also Inaccurate (-1 attack die) for all attacks.
    As long as the bird remains in the cage, the spell persists. No dispel magic or remove curse will work, although the latter will alert the caster to the existence of the birds cage.
    10/20 208/764
  • Curse of Kehama6WBR Muto — Corpus, Imaginem, Mentem M Costs: 7 AP, fo, rh, vb, W, B, R, Discard {Arcana}.
    Duration: Permanent.
    Keywords: Curse.
    Penetration: 3 (ignore three points of armor).
    You consume {a voodoo doll of the victim} to curse a single humanoid target. Make a Magic vs. Warding test. If successful, your target becomes incorporeal, unable to interact with anyone or anything (including spirits and other incorporeal beings).
    I charm thy life from the weapons of strife, from stone and from wood, from fire and from flood, from the serpent’s tooth, and the beasts of blood.
    From sickness I charm thee, and time shall not harm thee.
    But earth, which is mine, its fruits shall deny thee.
    And water shall hear me, and know thee and flee thee.
    And the winds shall not touch thee, when they pass by thee.
    And the dews shall not wet thee, when they fall nigh thee.
    Thou shalt seek death to release thee in vain.
    Thou shalt live in thy pain, while I shall reign.
    With a fire in thy heart, and a fire in thy brain.
    And sleep shall obey me, and visit thee never.
    And the curse shall be on thee, forever and ever.
    10/20 471/764
  • Curse of Kehama6WBR C
    470/764
  • Curse of Khaine1B/R Creo, Muto — Corpus, Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blood, Curse.
    Make a Magic vs Warding test. If successful, the target is overcome with an extreme blood lust. All spells cast by the target have Sanguine 3 (suffer 3 wounds that cannot be healed as long as you use this item) unless the target pays B/R each time the spell is cast.
    T: Inflict FFF on an ally in you aura (5 paces) to recover FFF or vice versa.
    Touch/5 714/764
  • Curse of Nakama1BB Creo, Muto — Corpus, Vim C Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse.
    Make a Magic vs Warding test. If successful, the target forms an arcane link with each of its companions within its aura (5 squares). Whenever the target receives damage (reduced by its armor), all of its companions also receive this amount of damage reduced by their mystic armor. The target has Defensive Disadvantage (forced reroll) against di directed spells while this curse is in effect..
    Your friends can be a weakness too... Touch/5 210/764
  • Curse of NobilityRRR C
    306/764
  • Curse of NobilityRRR Rego — Mentem U Cost: 7 AP, fo, rh.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse.
    You can have up to three copies of this curse active simultaneously.
    You adopt {a regal pose} and attempt to pacify a single target that you have not attacked yet this scene. Make a Magic vs. Warding test. If successful, the target cannot attack you in any way, although he or she can act normally otherwise. On a critical success, the effect lasts until the end of the current lunar phase.
    20/50 305/764
  • Curse of Odysseus1BGW Creo, Rego — Imaginem, Terram, Vim U Cost: 7 AP, fo, rh, vb, eye.
    Duration: Moon (can be extended to year).
    Keywords: Curse.
    While touching a {footprint} made by the single target, you attempt to curse it. Make a Magic vs. Warding test. If successful, travel times of any group consisting of the target are doubled. On a critical success, the effect lasts until the end of the current lunar phase.
    Those affected by the curse have Disadvantage (forced reroll) for any test involving modes of transportation (riding, sailing, and so on) as well as for attuning Environmental Lands.
    The effects of the Curse of Odysseus can be extended by a single day for each W you spend towards it while it is active.
    Touch 473/764
  • Curse of Odysseus1BGW C
    472/764
  • Curse of Rain1WU Creo, Rego — Aquam, Auram U Cost: 7 AP, fo, rh, vb.
    Duration: Moon (can be extended to year).
    Keywords: Curse.
    With your foot in {a puddle}, you attempt to curse a single target. Make a Magic vs. Warding test. If successful, the target is always wet (and quite miserable), no matter what they try to do to avoid it. People will empty buckets over him, roofs will suddenly leak, puddles become unavoidable obstacles and even the weather will turn. On a critical success, the effect lasts until the end of the current lunar phase.
    Those affected by the curse are Vulnerable (injury threshold is halved) to Cold and Conductive damage, but the greater impact (over time) is on physical and psychological health. From the second combat turn after casting, the target becomes Disoriented.
    When shall we meet again? In thunder, lightning or in rain? 10/20 475/764
  • Curse of Rain1WU C
    474/764
  • Curse of Severed FateWBR Perdo — Imaginem, Mentem, Vim U Cost: 7 AP, vb, rh.
    Duration: Sustained (can be extended to sun)
    Keywords: Curse, Fate.
    You make a snipping motion with your index and middle finger. Make a Magic vs Warding test. If successful, all of the target’s traits are replaced with Fated ([Arcana]: attack fails, has no effect) and he or she can no longer add traits onto actions (through techniques or other means). On a critical success, the effect lasts until the end of the current lunar phase and need not be sustained.
    He understood that power did not come from armies but the willingness to sacrifice, to lie in wait. This is the truth he taught me. And so, I lie in wait, and when the day comes, I will make my sacrifice. 5/10 476/764
  • Curse of Severed Fate WBR C
    477/764
  • Curse of the Desert1UUB Perdo — Aquam, Corpus U Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse, Hydromancy.
    You release {a bottled desert breeze} and attempt to remove most of the fluid from a single humanoid target’s body. Make a Magic vs. Warding test. If successful, the target loses 1d6 Action Points (cumulative). On a critical success, the effect lasts until the end of the current lunar phase, and need not be sustained.
    In addition, target afflicted by this curse must drink every hour or die.
    Our world has not felt her thundering steps in lifetimes, but Marit Lage’s presence is still with us. 10/20 478/764
  • Curse of the Moon King3WWB Muto — Auram, Vim M Cost: 10 AP, fo, rh, vb, WWWB.
    Duration: Moon (can be extended to year, and in some cases to permanent).
    Keywords: Curse.
    Curse of the Moon King exceeds the limits of hermetic magic (it affects a celestial body), and can only be cast while limit breaking and at night (the moon must be visible). Make a Magic vs. Warding test (if the moon is full, you have advantage for this test). If successful, the spell fixes the {moon} in the sky and puts the metaphysical weight of the moon on the target, preventing every form of movement and adding +4 Complexity to every action (even talking becomes a chore). On a critical success, the target suffers E from all actions as if casting a spontaneous spell (use the sum of the dice lower than the complexity instead of counting the dice lower than the complexity).
    Discard {Moon}: Limit Break (set a single combat pool to 7 until the end of your next turn) or extend the duration of this spell to permanent.
    While this curse is active lunar eclipses and werewolves become a lot more common. Wolf packs roam the land, becoming ever more bold. Sight 479/764
  • Curse of the Moon King3WWB C
    480/764
  • Curse of TonguesWW Muto — Imaginem C Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse.
    Range: Touch.
    You put {a copper coin} in your mouth while speaking the words to this spell, making your speech mumbles and nonsensical. Make a Magic vs. Warding test (if you sacrifice the copper coin you have advantage for this test). If successful, the curse forces target to speak nonsense, even though there is nothing physically wrong with the target. This makes casting spells or using abilities and techniques with a vb requirement impossible. Common folk will often take this for demonic possession. On a critical success, the effect lasts until the end of the current lunar phase.
    It’s hard to bargle nawdle zouss
    With all these marbles in my mouth
    10/20 56/764
  • Curse of TonguesWW C
    55/764
  • Curse of Vulnerability1UB Perdo — Animàl or Corpus C Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse.
    You crush either {an egg or a young bird} and attempt to curse a single animal or humanoid target. Make a Magic vs. Warding test. If successful, the target is cursed and Vulnerable (injury threshold is halved) for all attacks. On a critical success, the effect lasts until the end of the current lunar phase and need not be sustained.
    It’s only torture if you’re strong enough to survive. Otherwise, it’s a simple gruesome death. I’m happy either way. 5/10 481/764
  • Curse of Vulnerability 1UB C
    482/764
  • Dark RitualBB Muto — Vim C Cost: T, 1 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Infernal.
    Dark Ritual can only be cast immediately after you kill a humanoid. You offer up {the soul of your victim} to the old gods. Make a Magic vs Warding test (even if the victim is dead or incapacitated, they still make a test). If successful, add B to your Mana pool. On a critical success, add BB to your Mana pool. If you fail, you Risk D (on B).
    When the prayer was finished, a faintest chill whisper of a draft seemed to pass through the chamber and the incense smoke roiled into miniature thunderheads. Self 211/764
  • Dark RitualBB C
    212/764
  • Death ShiftDUUR Muto — Animàl, Corpus U Cost: T, 0 AP, rh, vb.
    Duration: Instant.
    Requirements: Skinchanger.
    Make a Hard (16) Warding test when an opponent kills you. If you succeed, your spirit travels to the nearest animal (within 50 paces) and engages it in a psychic duel. If you win, you permanently possess its body. If you lose, you die.
    Self 483/764
  • Death Spell1WBR Muto — Imaginem, Mentem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Enchantment.
    You throw a veil of enchantment over the battlefield. Make a Hard (16) Magic test. If successful, everyone (including you) in your aura (5 paces) suffers E at the end of each round. On a critical success (or if they are exhausted), they suffer F instead.
    Self 484/764
  • Deep Freeze3H/UH/R Psionic — Power C Cost: 5AP, rh.
    Duration: Sustained (cannot be extended).
    You extend your arm towards a single target in your aura (5 paces) to lower its temperature. Make an opposed Resistance test. If successful, your target is Paralyzed (frozen) for as long as you sustain this power. On a critical success, generate H/U or H/R (lasts until the end of the scene).
    H/U, success: Target has Disadvantage for Recovery tests until the end of the scene.
    Aura 694/764
  • Déjà VuWB Intellego, Rego — Imaginem, Vim C Cost: T, 0 AP, rh, vb.
    Duration: Instant.
    Keywords: Chronomancy, Divination.
    You’ve been here before? Make a Normal (14) Magic test. If successful, gain Advantage (free reroll) for any test. On a critical success, you may Q Déjà Vu. If you do, it must “jump” to the Spell page of an ally in your aura (5 paces) or be destroyed.
    485/764
  • Demon’s Eternal OblivionBBB C
    213/764
  • Demon’s Eternal OblivionBBB Perdo — Vim C Cost: 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Faith.
    If you know the demon’s True Name:
    • Offensive Advantage (free reroll or replace).
    • Penetration: 3 (ignore three points of armor).
    You attempt to banish a single target demon. Make a Magic vs. Warding test. If successful, the demon is Banished for an indeterminate amount of time. On a critical success, the demon is Banished for at least a year and a day.
    Demon’s Eternal Oblivion cannot affect a demon that is possessing a body or item (use Exorcism for that).
    10/20 214/764
  • Deny ExistenceBBB Perdo — Vim U Cost: 1 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    You sacrifice {a silver coin} to counter a single target spell (or ability) that manifests something (a creature or an object). Make a Warding vs. Magic test. If successful, the spell (or ability) is countered. On a critical success, destroy the spell (or ability) as well.
    10/20 215/764
  • Desertion3BBR C
    487/764
  • Desertion3BBR Muto, Perdo — Mentem, Vim R Cost: 1 AP, rh, vb, B, R.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration.
    You attempt to counter a single target spell (or ability) that manifests a creature. Make a Warding vs. Magic test. If successful, the spell (or ability) is countered and the creature must make an opposed Willpower test against you. If this creature loses this test, it must immediately manifest inside your aura (5 paces), under your control. On a critical success, you have Advantage (free reroll) for the Willpower test (and any subsequent tests to remain in control). Such a brute form of control is usually not something that endears you to the creature in the long term.
    Sustaining Desertion also sustains the creature, but if the creature has an upkeep, you must still pay it.
    First the insult, then the injury. 10/20 486/764
  • Detect UndeadBBB Intellego — Corpus, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Divination, Necromancy.
    Make a Hard (16) Magic test. If successful, you feel a peculiar sensation if you are near an undead creature (although the spell can be fooled). This spell does not identify the exact location (or number) of the undead, but does give you one use of Defensive Advantage (free reroll or replace) if they suddenly attack.
    Each type of undead creature gives you a different sensation. 10/20 216/764
  • Detonate PowderRG Rego — Ignem, Terram C Cost: 6 AP, P, rh or 1 AP, R/G, P, rh as a reaction to an attack with a gunpowder weapon.
    Duration: Instant.
    Requirements: Powder Mage.
    Make a Normal (14) Magic test. If successful, you detonate all the gunpowder in a weapon or in a powder horn. This inflicts 1d6 damage per P (keep no more than four dice) with an area of effect of 1 pace per P. On a critical success, you may “shape” the explosive charge.
    A barrel of gunpowder is considered to contain PPPPP. 10/20 488/764
  • Dimension Door1UB C
    490/764
  • Dimension Door1UB Rego — Vim U Cost: 7 AP, rh, vb (each mobility point you sacrifice lowers the action point cost of this spell by one, but never less than 1 action point).
    Duration: Instant.
    Keywords: Teleport.
    You fold space in front of you and step through (this step costs 1 mobility point). Make a Hard (16) Magic test. If successful, you teleport to any square within range, facing the same direction. On a critical success, you arrive facing any direction. If you fail, you Risk D (on R, lost in time and space).
    Dimension Door allows you to move both vertically and horizontally, but you must be able to see your destination point. So you could teleport to the edge of a castle wall, but probably not the actual battlements. You can teleport through a fence, but not through a wall.
    10/20 489/764
  • Disenchant3BBB Perdo — Vim C Cost: 10 AP, rh, vb, BB.
    Duration: Instant.
    Keywords: Abjuration.
    You attempt to render a magic item or spell powerless. Make a Magic vs. Durability test (spells have a Durability equal to their complexity +2) or (if the item is worn or held, or if the spell is being actively sustained) a Magic vs. Warding test. If successful, the magic is utterly destroyed, as is all of the mana that was used in its creation. On a critical success, Disenchant ignores the Dependable (advantage for durability and save tests) trait.
    The scepter of power is fragile in a calloused hand. Touch/5 217/764
  • Disenchant3BBB C
    218/764
  • Disguise Metal1GW Muto — Imaginem, Terram U Cost: T, 1 AP, rh, fo, Sacrifice a copper coin.
    Duration: Sun (can be extended to moon).
    Keywords: Illusion.
    You rub {two coins} together as you pay for items or services. Make a Hard (16) Magic test. If successful, one of the coins disappears and the other takes on the appearance of a higher denomination (copper becomes silver and silver becomes gold). The spell does not change the shape or physical properties of the metal, only its appearance. Most people get a Perception test to notice your trickery. If you fail, you may become Dishonored.
    Touch 491/764
  • Dispel MagicBBB Perdo — Vim U Cost: 6 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    You make a sweeping motion with your hand and attempt to end a single non instant, non permanent spell effect that you can sense. Make a Hard (16) Magic test. If successful, the spell must make a Hard Durability test or be destroyed (spells have Durability equal to Complexity +2). On a critical success, this spell ignores the Dependable (advantage for durability and save tests) trait. If the spell defends, it becomes Invulnerable (cannot be broken or destroyed) until twilight.
    Behind every Magus is a trail of shattered lies. 10/20 220/764
  • Dispel MagicBBB C
    219/764
  • Displace ImageWW C
    57/764
  • Displace ImageWW Rego — Imaginem C Cost: 7 AP, rh.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion.
    • Concealable (disadvantage to find this item).
    You mildly displace your own image (this is pretty subtle, and usually goes unnoticed unless someone is keeping an eye on you). Make a Normal (14) Magic test. If successful, your form shimmers and drifts slightly to the left. On a critical success, the spell lasts until twilight and sustains itself.
    If someone tries to physically attack you while your image is displaced, the attack automatically misses (no active trump). Magical or social attacks affect you normally.
    Your image always remains slightly to your left. Should it be seen to do something impossible, it is immediately disbelieved (for example, you’d have a hard time squeezing through a narrow corridor, walking on the edge of water or entering an area of dense vegetation).
    Self/Touch 58/764
  • Dissipate ManaBB Perdo — Vim U Cost: T, 1 AP, lhrh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    • Balanced (+1 defense die, up to 6).
    You attempt to dissipate the energy of a single target spell that targets only you. Make a Warding vs. Magic test. If successful, the spell has no effect. On a critical success, you gain a Command Point.
    B: You Q Dissipate Mana.
    I don’t need to have the perfect plan. My foe just has to have an imperfect one. Self 221/764
  • Dissipate ManaBB C
    222/764
  • Dodge BoostW/UB Rego — Aquam, Auram, Corpus C Cost: T, 1 AP, rh, vb, B.
    Duration: Sustained (can be extended to sun).
    You boost the reflexes of an ally in your aura (5 paces) as he or she is being attacked. Make a Normal (14) Magic test. If successful, your ally immediately gains a free Dodge now and on every subsequent round (and can dodge projectile attack without penalties). On a critical success, your ally activates Limit Break (set a single combat pool to 7 until the end of your next turn) for Dodge pool.
    5/10 715/764
  • Dominate Golem1BBR C
    492/764
  • Dominate Golem1BBR Rego — Mentem, Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Artificer.
    You attempt to take control of a single target golem. Make a Magic vs. Warding test (if you have the control device for the golem, you have advantage for this test; if the target is being actively controlled, you have disadvantage for this test). If successful, the golem becomes your servant and must obey basic commands. You must immediately pay the upkeep cost (if any), or the golem simply deactivates. On a critical success, the effect lasts until the end of the next lunar phase, and need not be sustained.
    5/10 493/764
  • Doom Missile2RRR Creo — Ignem R Cost: 7 AP, di, rh, vb.
    Duration: Special (1d6 rounds).
    Keywords: Infernal.
    • Astounding (can use four of a kind for free).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    Make a Magic vs. Block, Dodge test. If successful, the spell deals a single damage die of Magic Damage (reduced by mystic armor) to the target immediately, and on the beginning of each of your turns.
    10/20 307/764
  • Dragonslayer2UU Perdo — Animàl U Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Hard (16) Magic test. If successful, the weapon must make a Hard Durability test and has the Murderous (critical success on 4+) trait against dragons and “if you miss, this carries over to your next attack”.
    Touch/5 128/764
  • Dream PortalUB/R Muto, Rego — Animàl, Corpus U Cost: T, 7 AP, rh, vb, U/B, 1 silver coin.
    Duration: Sustained (can be extended to sun).
    Keywords: Oneiromancy, Teleport.
    Target: Individual (can be extended to affect a group).
    You open a portal across the Dreamlands to a point past a barrier (this can be a locked door, a magical barrier, or even a moat of a castle). Your travel bypasses alarms or traps on the barrier, but not those just past it (like a pit trap behind the barrier). Most magical wards (except Oneiromancy wards) will not work to counteract this type of travel.
    On a critical success, all who pass through the portal are ethereal the first round you arrive.
    10/20 716/764
  • Dream Possession1RRR C
    309/764
  • Dream Possession1RRR Muto, Rego — Mentem U Cost: T, 10 AP, rh, vb.
    Duration: Sustained.
    Keywords: Oneiromancy.
    Target: Individual (can be extended to affect a group).
    You can only target someone who is sleeping with this spell, and you must be sleeping (within range of the target). Make a Magic vs. Warding test. If successful, you take control of the target’s dream (if the target is in the dreamlands, you travel there as well), introducing a minor twist to each scene. On a critical success, you may introduce a major twist to each scene (for example, if the target dreams of a babbling brook, you can turn it into a raging river).
    While in someone’s dream, you may challenge them to an astral duel. If you win, you may take permanent control over the body of the dreamer (your current body, if any, dies). If you lose, you are Lost in Time and Space and awaken in the Dreamlands.
    20/50 308/764
  • Duhlark’s Animerge2UU Muto — Animàl C Cost: T, 5 AP, lhrh, vb.
    Duration: Sustained.
    Target: a Mount servant or companion.
    By gently placing your hands on the animal, you greatly enhance its prowess. Make a Very Hard (18) Animal Handling Magic test. If successful, the animal becomes Skilled (+1 die) for a chosen specialty (for example attack, dodge, stealth,...). On a critical success, it becomes a Specialist (+2 dice). You can add to this effect by spending U for each additional specialty you wish to add.
    Touch 129/764
  • Earth BlendBR C
    495/764
  • Earth BlendBG Muto — Corpus, Terram C Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Geomancy.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You throw a stone, rub some dirt or touch a pebble to the targets. Make a Normal (14) Magic test. If successful, the spell makes the targets blend completely into their surroundings, giving them Advantage for Stealth tests. On a critical success, the targets are also Skilled (+1 die) for Stealth tests. In addition, any astral Perception test against the targets must also beat the result of your Magic test.
    Earth Blend can only be cast if you and the targets are both standing on earth or stone. If a character moves while under the effects of this spell, the effect ends.
    Touch/5 494/764
  • Earth DartsGG Muto, Rego — Terram C Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Geomancy.
    Penetration: 1 (ignore one point of armor).
    • Penetrating ([extra pair]: bonus penetration).
    You fling dirt into the air while casting the spell. Make a Magic vs. Block, Dodge test. If successful, the dirt changes into granite darts that fly at the target, inflicting X Physical Damage (reduced by physical armor).
    G: Earth Darts has Limit Break (set a single combat pool to 7 until the end of your next turn).
    5/10 364/764
  • Earth DartsGG C
    365/764
  • Earth Staff1BGG Muto — Terram, Vim U Cost: T, 1 AP, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Geomancy, Summoning.
    You need {a small pebble} to cast this spell. Make a Hard (16) Magic test. If successful, the pebble expands to a five foot long staff. On a critical success, the staff has a special bonus damage die (d4) against spirits.
    —Staff—
    Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Talisman (Terram).
    Combat Range: 1/2.
    • Large (requires both hands, but can use three of a kind), also for spell attacks.
    • Oathblade ([extra pair]: attack counts as magical).
    • Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    Self 497/764
  • Earth Staff1BGG C
    496/764
  • Ease PassageG/W/UG/W/U C
    718/764
  • Ease PassageG/W/UG/W/U Rego — Aquam, Auram, Herbam, Terram C Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You whisper words of praise to the elements, declaring the spell’s target to be a friend of the elemental forces. Make a Normal (14) Magic test. If successful, your whispers are automatically translated into the elemental tongue, and the elemental forces yield to the spell’s recipient. The spell negates the adverse effects of terrain or vegetation. It loosens and magically compacts vegetation to ease passage, flattens uneven terrain, provides hand holds for climbing and even lessens the impact of wind and rain. Any negative modifiers due to terrain are ignored. On a critical success, the target has Advantage (free reroll) to overcome terrain (such as climbing tests).
    Touch//5 717/764
  • Eight Trigrams Seal1WWBBR Creo, Rego — Imaginem, Mentem, Vim R Cost: 10 minutes, fo, rh, vb, WBR.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You fling {magical ink} at a spirit and a {willing target that has no tattoos or magical abilities}. This forces the spirit into an astral duel. On a critical success, you have the Duelist (one use of offensive advantage in duels) trait. If your target is a young child, the spirit has Disadvantage (forced reroll) on its second duel action.
    If you win the duel, the spirit is imprisoned, sealed in the target’s body behind a Reversed Ward [Durability: 8]. It can (occasionally) talk to the target, and aid them (in a limited fashion, and if this is accepted it weakens the seal), but is prevented from taking other actions until it breaks the ward (it gets a single attempt each year at the midsummer solstice).
    The target gains a random magical ability, fueled by the spirit’s pattern.
    Touch* 498/764
  • Eight Trigrams Seal 1WWBBR C
    499/764
  • Embrace of the Earth1G Muto, Perdo — Corpus, Herbam C Cost: T, 10 minutes, fo, rh, vb.
    Duration: Permanent.
    Keywords: Curse, Natural.
    You place an object (for example a corpse) on a {clean patch of earth} and stick you fingers in the dirt on either side of the object. Make a Hard (16) Magic test. If successful, the target is swallowed whole by the earth, never to be seen again. On a critical success, gather G.
    T: Add Flourish (halve the E this action causes, rounding up) to your next Herbam action.
    When you gift to the Earth, sometimes the Earth returns the favor. Touch 366/764
  • Embrace of the EarthGB/G C
    719/764
  • Enchantress’ Domain1WBR Muto — Imaginem, Mentem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Enchantment.
    You throw a veil of enchantment over the battlefield. Make a Hard (16) Magic test. If successful, opponents have Disadvantage (forced reroll) for magical actions (from astral perception to casting spells and magic saves) against you (and your spells). On a critical success, this spell lasts until the end of the scene and need not be sustained.
    Self 500/764
  • Enchantress’ Dominion1WBR Muto — Imaginem, Mentem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Enchantment.
    You throw a veil of enchantment over the battlefield. Make a Hard (16) Magic test. If successful, your aura extends to your entire domain (any lands you have attuned and the entire battle map). On a critical success, this spell lasts until the end of the scene and need not be sustained.
    Self 501/764
  • Enchantress’ PresenceWBR Muto — Imaginem, Mentem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Enchantment.
    You throw a veil of enchantment over the battlefield. Make a Hard (16) Magic test. If successful, you reduce the Complexity of enchantment spells you cast by 1. On a critical success, this spell lasts until the end of the scene and need not be sustained.
    Self 502/764
  • Enchantress’ Trap1WBR Muto — Imaginem, Mentem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Enchantment.
    You throw a veil of enchantment over the battlefield. Make a Hard (16) Magic test. If successful, reveal the top Trump of the Fate Deck. Attempts to enter or leave your magic zone are X harder. On a critical success, if you have a Trump in your hand with the same X as the revealed Trump, draw it.
    Self 503/764
  • End of Knowledge3DBR Perdo — Mentem, Vim R Cost: 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Atramentus.
    You attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell has no effect. After the defense, you and the attacker must make an opposed Intelligence test. The loser must Exile (return to the storyteller) their spell or Risk D (on UB, end of knowledge).
    20/50 504/764
  • Enslave Mind4H/BH/R Psionic — Power R Cost: 5AP, rh.
    Duration: Sustained (cannot be extended).
    T: You touch your forehead with both hands, using telepathic suggestions to enslave a target (the target’s mind must be susceptible to telepathy) in your aura (5 paces). Make an opposed Resistance test. If successful, the target is under your control for as long as you sustain this effect, but can only act in the Deliberate phase (to represent it struggling against your order).
    Aura 695/764
  • Entangling VinesGG C
    367/764
  • Entangling VinesGG Muto, Rego — Herbam C Cost: 7 AP, di, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Target: Individual (can be extended to affect a group).
    Your target must be close (5 paces) to {undergrowth or vegetation} for this spell to work. Make a Magic vs. Dodge test (it counts as a trap). If successful, vines appear from the undergrowth, grabbing the target, causing Pinned. On a critical success, the spell sustains itself.
    Entangling Vines will continue to [try to] pin the target even if they recover from the condition, provided he or she stays within 5 paces of a patch of vegetation and in sight of you. Because of this relentless harrying, it counts as an opponent in melee.
    5/10 368/764
  • Enter the Gardens of Ynn1U/BG Rego — Aquam, Herbam, Vim M Cost: 10 minutes, rh, vb.
    Duration: Sun (cannot be extended).
    Keywords: Ritual, Natural, Teleport.
    Range: Self
    You travel to a mystical garden realm. You are safe here from pursuers and are always fully rested from sleeping.
    G: A group of people may travel with you to (and from) the Garden.
    T: Defensive Advantage (free reroll or replace) against plants (this includes plant creatures, spores, thorns, or simple food poisoning).
    Self 720/764
  • EnvenomXUU C
    130/764
  • EnvenomXUU Creo — Animàl, Aquam C Cost: 7 AP, rh, vb. X is equal to the Complexity of the venom.
    Duration: Instant.
    Keywords: Arachnomancy, Serpentine.
    Your hands glow with a sickly green light as you point to a single target. Make a Magic vs. Warding test. If successful, the target is Poisoned with a random animal venom (roll as you cast the spell). On a critical success, the target first discards all {Wands} from her or his hand.
    d1: Snake (X is 0).
    d2: Spider (X is 0).
    d3: Insect (X is 1).
    d4: Scorpion (X is 1).
    d5: Jellyfish (X is 2).
    d6: Basilisk (X is 4).
    131/764
  • Ephemeral BoltWW Creo — Imaginem C Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Illusion.
    Penetration: 1 (ignore one point of armor).
    • Illusionary ([Arcana]: attack is disbelieved, has no effect).
    • Impressive ([Cups]: target is shaken).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    You create a wriggling, glowing green bolt and send it towards a single target with a flick of your wrist. Make a Magic vs. Block, Dodge test. If successful, inflicts Magic Damage (reduced by mystic armor).
    10/20 59/764
  • Eruption of SpidersUUU Rego — Animàl C Cost: 5 AP, di, lhrh, vb.
    Duration: Instant.
    Keywords: Arachnomancy.
    • S Flexible ([Court, Wands]: target is disarmed; can attack in any direction, ignoring facing).
    You raise your hands to the heavens. A multitude of spiders erupt from the ground under your target. Make a Magic vs. Dodge test. If successful, the target takes X physical damage, and is Knocked Down. On a critical success, target is also Poisoned (Spider Venom). In any case, after the attack all spiders retreat back into the soil.
    If a target is standing in difficult terrain, the attack has Advantage (free reroll).
    10/20 132/764
  • Eruption of Spiders UUU C
    133/764
  • Essence Capture1BBB Muto, Perdo — Vim U Cost: T, 1 AP, rh, vb, B.
    Duration: Instant.
    Keywords: Abjuration.
    You attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell is countered and you Limit Break (set a single combat pool to 7 until the end of your next turn). On a critical success, an ally in your aura (5 paces) may spend E to also Limit Break.
    It is not enough to defeat our foes. We must learn from them too. 5/10 223/764
  • Eternal Library1GUB C
    505/764
  • Eternal Library1GUB Rego — Aquam, Herbam, Vim M Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Atramentus, Teleport.
    You consume {any book} to travel to the Eternal Library, a metaplane of vast knowledge which is poorly understood by the magical community. Make a Hard (16) Magic test. The library may be located in the City of Brass, and you certainly aren’t welcome there (you will be hunted if you are discovered, although not every being you encounter will be hostile). On a critical success, you have Advantage (free reroll) for Stealth tests while in the library. If the spell ends, you are returned to your starting location (if you are apprehended, this may not work).
    The subject of the book influences your travel and stay in the Eternal Library (for example, if you use a crime novel, you may encounter criminals, or end up in the library’s prison floor).
    B: A group of people may travel with you to (and from) the library.
    Self 506/764
  • Evil Eye2WWB Muto — Imaginem, Vim R Cost: 7 AP, eye.
    Duration: Sustained.
    Keywords: Curse.
    Evil Eye can only be cast on a target that has harmed you (they need not have caused physical harm, emotional harm counts well enough).
    Your iris’ glow bright orange while you make eye contact with the target. Make a Magic vs. Warding test. If successful, the target suffer a -2 penalty on all rolls (this is not considered a condition). On a critical success, the effect lasts until the end of the current lunar phase, and need not be sustained. To end Evil Eye, the target can attempt a Very Hard (18) Recovery Test with Willpower ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends).
    Sight 507/764
  • ExorcismBBB C
    225/764
  • ExorcismBBB Perdo — Vim U Cost: 10 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Light, Ritual (requires that you perform a short ritual at twilight).
    • Inaccurate (-1 attack die).
    If you know the demon’s True Name:
    • Offensive Advantage (free reroll or replace).
    • Penetration: 3 (ignore three points of armor).
    You attempt to remove a demon possessing a living being. Make a Magic vs. Warding test. If successful, the demon is forced out of its host, who must make a Very Hard (18) Toughness test or die. On a critical success, the host has Advantage (free reroll) for the Toughness test.
    The demon will be free to act as it pleases, but cannot possess a host it was forced out of for a year and a day.
    Touch/5 224/764
  • Experience DeathWBR Intellego — Corpus, Imaginem, Mentem U Cost: 7 AP, rh, vb, Reveal {Wands}.
    Duration: Sustained.
    Keywords: Necromancy, Divination.
    Range: Touch.
    You touch the remains of a deceased target. Make a Hard (16) Magic test (if the target is not humanoid, you have disadvantage). If successful, you relive the last minute of the target’s life (unfortunately, this includes any pain they may have felt). You have Absorb X (if a source would deal damage, prevent X of that damage), where X is the revealed Trump, to shield you from the injuries. On a critical success, you get to scan their surface thoughts too.
    Once you’ve cast this spell, the remains lose their memories (so you can only cast this once).
    Touch 508/764
  • Experience DeathWBR C
    509/764
  • EyebiteWW Creo — Imaginem C Cost: 6 AP, rh, eye, di.
    Duration: Instant.
    Keywords: Psionic (can be slotted with H/WH/W).
    • Blinding ([Swords]: target is blinded).
    • Concealable (disadvantage to find this item).
    One of your eyes briefly turns moon white as something near invisible claws at a single target. Make a Magic vs. Block, Dodge test (target has disadvantage unless he or she has a form of astral perception active). If successful, you inflict X Physical Damage (reduced by physical armor).
    W or H/W: Eyebite gains Limit Break (set a single combat pool to 7 until the end of your next turn).
    Sight 60/764
  • False FloorWW C
    61/764
  • False FloorWW Creo — Imaginem C Cost: 6 AP, rh, vb.
    Duration: Sun (can be extended to sun).
    Keywords: Illusion, Trap.
    Target: Room (affects an entire room or a 2 paces radius circle).
    While casting, you imagine some manner of trap. Make a Normal (14) Magic test (if you have bonuses on mundane trap creation, these apply to this test). If successful, you create the illusion of a trap in a normal section of floor. On a critical success, the trap is Impressive and causes Shaken to those who spot it (and do not realize it is an illusion).
    Characters about to cross the section of “false floor” notice that something is wrong with it with on an Easy (12) Perception test. It is Very Hard (18) to notice that the trap is somehow “wrong” and an illusion. If a character crosses anyway, no trap is triggered.
    False Floor may also be cast on sections of wall or a ceiling.
    Touch 62/764
  • Far SpeakUB Creo — Aquam, Vim C Cost: 10 AP, rh, vb.
    Duration: Conversation.
    You are Skilled (+1 die) for Fellowship tests.
    Far Speak enables you to talk to anyone you have an arcane (or similar) connection to. Favor or Pact cards are considered to allow for such a connection. If the target does not wish to speak to you, the conversation can be forced by succeeding in a Fellowship vs Fellowship test. You can spend U per additional target you wish to include in the conversation.
    510/764
  • Fate Apotheosis2WBR Creo — Imaginem, Mentem, Vim R Cost: 10 minutes, rh.
    Duration: Instant.
    Keywords: Fate.
    • Untraditional (cannot be affected like a normal hermetic spell).
    You cup your hands together. Make a Magic vs Warding Test. If successful, the spell slowly creates a new fate strand (typically within a few hours). On a critical success, the change happens within minutes. If you fail, you risk Fate Lash (reveal the top card of the deck; if you cannot reveal a card of the same suit from your hand, you suffer F and discard a random card from your hand). You have no control whatsoever on how the new strand takes effect.
    If you have the Architect of Fate ability, you can create black strands, usually resulting in spectacular “accidents”. This may attract the ire of Valkyrs.
    Have you ever seen a spider’s web, strung with dew? That is the Web of Fate. All possibilities hang in the balance. 20/- 512/764
  • Fate Apotheosis2WBR C
    511/764
  • Fate Entanglement2WBR Rego — Imaginem, Mentem, Vim R Cost: 6 AP, rh.
    Duration: Instant.
    Keywords: Fate, Trap.
    • Untraditional (cannot be affected like a normal hermetic spell).
    You circle you hands around your field of vision of the target, forming a sphere of light with the target’s image. Make a Magic vs Warding test. If successful, the spell latches on to the target’s fate strands with a dice pool of 6. The target is Grappled. On a critical success, Fate Entanglement has Advantage (free reroll) for the resulting Weapon Skill test.
    Trapping a victim with his own fate is effectively having the target fight his own destiny. Destiny made manifest by magic is even harder to fight than the metaphorical variety. 5/10 514/764
  • Fate Entanglement1WBR C
    513/764
  • Fate Kenosis2WBR C
    515/764
  • Fate Kenosis2WBR Perdo — Imaginem, Mentem, Vim R Cost: 10 minutes, rh.
    Duration: Instant.
    Keywords: Fate.
    • Untraditional (cannot be affected like a normal hermetic spell).
    You join your hands, then pull them apart. Make a Magic vs Warding test. If successful, the spell slowly destroys a fate strand (typically within a few hours). On a critical success, the change happens within minutes. If you fail, you risk Fate Lash (reveal the top card of the deck; if you cannot reveal a card of the same suit from your hand, you suffer F and discard a random card from your hand). You have no control whatsoever on how the change takes effect.
    If you have the Architect of Fate ability, you can destroy black strands, usually eliminating any immediate threats, but it may also entirely rewrite the target’s entire fate. This may attract the ire of Reapers.
    To rule, one must be willing to destroy everything that has come before you. Even the memory of it must be purged. Do not think of what is lost. Think only of what will be. 20/- 516/764
  • Fate Knot1WBR Rego — Imaginem, Mentem, Vim U Cost: 6 AP, rh.
    Duration: Instant.
    Keywords: Fate.
    • Untraditional (cannot be affected like a normal hermetic spell).
    You pretend to tie a knot, pushing the result to your target. Make a Magic vs Warding test. If successful, the spell temporarily “tangles” the target’s fate, who cannot use Trumps (nor use any other form of advantage). On a critical success, the target suffers Fate Lash (reveal the top card of the deck; if you cannot reveal a card of the same suit from your hand, you suffer F and discard a random card from your hand).
    I spoke to him once of the beauty of the Valley, the splendor of its hills, its forests. He seemed to shudder. Lojan looked upon the world as chaos and imperfection that he would set right. His creations were perfect. The world was not. 5/10 517/764
  • Fate Knot1WBR C
    518/764
  • Fate Manipulation1WBR C
    519/764
  • Fate Manipulation1WBR Muto — Imaginem, Mentem, Vim U Cost: 10 AP, rh, Risk {appropriate Trump} (Cups for passion, Pentacles for commerce, Swords for conflict and Wands for authority).
    Duration: Instant.
    Keywords: Fate.
    • Untraditional (cannot be affected like a normal hermetic spell).
    You make plucking motions towards the target fate strand. Make a Magic vs Warding test. If successful, the spell slowly strengthens or weakens the fate strand (typically within a few hours). On a critical success, the change happens within minutes. If you fail, you Risk Fate Lash (reveal the top card of the deck; if you cannot reveal a card of the same suit from your hand, you suffer F and discard a random card from your hand). You have no control whatsoever over how the change takes effect.
    I chose this form because I wanted to walk the Web of Fate, to weave its strands. Lojan chose something else. He chose a shell of cold, dark steel. He became a machine. A hollow man. 20/- 520/764
  • Fate MirrorWBR C
    521/764
  • Fate MirrorWBR Creo, Rego — Imaginem, Mentem, Vim S Cost: T, 5 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Fate, Mirror, Social.
    Target: Individual (can be extended to affect a group).
    • Untraditional (cannot be affected like a normal hermetic spell).
    You brandish the {Amulet of Fate} in the face of a magical entity and channel astral energy through it to cow them. Make a Social vs. Resistance test (E), for which you are automatically Accurate (+1 attack die, up to 6). If you have {High Priestess} in your hand, you also have Advantage (free reroll). If successful, the target(s) recoil(s) in fear for two rounds. On a critical success, Q Fate Mirror.
    T: Replace the active Trump with the top Trump of the Fate Deck.
    I asked him plainly. When you look upon my form, what do you see? A monster? A temptress? He would not answer. Look deeper, I said, for I am not the masks I wear. In this, Lojan and I were the same. 10/10 760/764
  • Fate OracleWBR C
    523/764
  • Fate OracleWBR Intellego — Imaginem, Mentem, Vim U Cost: 7 AP, fo, eye.
    Duration: Sustained.
    Keywords: Fate.
    Range: Sight.
    • Untraditional (cannot be affected like a normal hermetic spell).
    The runes in {your eyes} shift and circle as you weave this spell. Make a Perception test (the target number is hidden). If successful, you can track a fate strand to its source or target, and you can identify recent manipulation or magical effects. On a critical success, you can see a person’s Arcana (if any). If you fumble, you Risk Fate Lash (reveal the top card of the deck; if you cannot reveal a card of the same suit from your hand, you suffer F and discard a random card from your hand).
    I don’t know if my future is written or unwritten. My mind could travel up and down these paths, and they were like memories. But like memory, the mind would shape them to suit its ends. Were these my fears or my hopes? It takes a cold eye to see the future for what it is. Sight 522/764
  • Fiery PortalUBR Creo, Muto — Aquam, Ignem, Vim U Cost: T, 10 AP, fo, rh, vb, U/B/R.
    Duration: Instant (it lasts two minutes).
    Keywords: Pyromancy, Teleport.
    You need {a large, burning hearth}. Make a Hard (16) Magic test. If successful, you create a portal to a place no further than X miles away (in a random direction). On a critical success, the hearth becomes warded and attacks any pursuers that attempt to pass through it (with 5 dice).
    Touch 524/764
  • Fire BoltRR Creo — Ignem C Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Pyromancy.
    • Flaming ([Wands]: target is burning).
    You conjure and hurl a bolt of fire at a single target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Fire Magic Damage (reduced by mystic armor).
    R: Fire Bolt gains Limit Break (set a single combat pool to 7 until the end of your next turn).
    5/10 310/764
  • Fire BreathRR Creo — Ignem C Cost: 6 AP, di, rh, vb.
    Duration: Instant (can be extended to sustained).
    Keywords: Pyromancy.
    Target: Line, 1 pace wide and 5 paces long (length or width can be extended).
    • sv Flaming ([Court, Wands]: target is burning).
    You conjure a flame on your index finger and blow on it, driving the flames forward in a straight line. Make a Magic vs. Block, Dodge test (affects everyone in the area of effect). If successful, you inflict X Fire Magic Damage (reduced by mystic armor).
    If a target defends, they must move out of the area of effect (as indicated by the random movement die).
    If you extend (and sustain) this spell, you can choose a different area of effect for the spell every turn.
    Line 311/764
  • Fire BreathRR C
    312/764
  • Fire Mastery2H/RH/R Psionic — Power U Cost: 5AP, rh.
    Duration: Instant.
    You snap your fingers, conjuring fire from thin air to attack a single target in your aura (5 paces). Make an opposed Resistance test. If successful, inflict X Fire Magic Damage (reduced by mystic armor).
    E, success: Target is Burning.
    H/R, failure: Target is Burning.
    Aura 353/764
  • Fire SparrowsRRR Muto, Rego — Ignem U Cost: T, 5 AP, fo, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Pyromancy, Avian, Summoning.
    • Flaming ([Wands]: target is burning).
    You transform {a flame} in your aura (5 paces) into a fiery bird. Make a Magic vs. Block, Dodge test. If successful, the bird inflicts X Fire Magic Damage (reduced by mystic armor). On a critical success, the bird does not inflict a lethal injury, but you create an extra bird (it can act the next round). If the birds miss, they stay on the battlefield (as long as you sustain this spell) and attack with 5 dice on each of your turns (birds cannot create additional birds).
    20/50 313/764
  • Flame WeaponRR Creo — Ignem C Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Pyromancy.
    Target: Small (can be extended to affect a group of items).
    You conjure a small flame as you weave mana into a weapon. Make a Normal (14) Magic test. If successful, the weapon’s damage is increased with a special, cumulative damage die (a flame die: 1d4). On a critical success the weapon gains Double Chi (damage dice explode). In any case, this spell makes the weapon hot to the touch, but bearable. Whenever the flame die comes up 4 (or higher), the wielder suffers F. Even though its bonus damage is fire, the weapon still inflicts Physical Damage (reduced by physical armor).
    This spell will destroy nonmetal weapons (when it expires).
    Touch/5 316/764
  • Flame WeaponRR C
    317/764
  • Flash Counter1BBB Perdo — Vim R Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration.
    You attempt to counter a single target spell with an action point cost of 1 or less. Make a Warding vs. Magic test. If successful, the spell has no effect. On a critical success, you immediately recover the Action Points and E spent on this spell.
    B: Flash Counter has Limit Break (set a single combat pool to 7 until the end of your next turn). If you spend an additional E, Q Flash Counter.
    “I know what you’re thinking,” the sorcerer whispered in his rival’s mind. “It’s not going to work.” 5/10 227/764
  • Flash Counter1BBB C
    226/764
  • Flash of the Scarlet Flame1R Creo — Ignem C Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Pyromancy.
    • S Blinding ([Court, Swords]: target is blinded).
    You snap your fingers and a brilliant red flash explodes in the air where you designate. Make a Magic vs. Block, Dodge test. If successful, you inflict O Fire Magic Damage (reduced by mystic armor). On a critical success, you inflict normal damage and your target must make an opposed Perception test or be Blinded (even if your attack fails).
    Whoosh. Not a fireball. 10/20 318/764
  • Fleet of FootBBB Muto — Corpus U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Chronomancy.
    Target: Individual (can be extended to affect a group).
    You tap your foot and nod at a single target who is acting in the Quick phase. Make a Hard (16) Magic test. If successful, the target has {Quickness} Mobility Points this turn. On a critical success, the target also has Mobility +2 (two extra mobility points).
    5/10 228/764
  • Focus the FlameRR Muto — Ignem C Cost: T, 7AP, rh, vb, RRR.
    Duration: Instant.
    Keywords: Pyromancy.
    Make a Very Hard (18) Magic test. If successful, gather R. On a critical success, add R to your Mana Pool.
    While Focus the Flame is untapped, you have Advantage (free reroll) to gather R.
    319/764
  • Fog BankWU Creo, Rego — Aquam, Auram C Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Aeolomancy, Hydromancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    Make a Normal (14) Magic test. If successful, a bank of dense fog rolls into the area of effect supernaturally fast. The fog limits visibility to a dozen paces, and gives Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) beyond two paces. On a critical success, astral mists thicken too.
    Touch 525/764
  • Fog of FearRWU Creo, Rego — Aquam, Auram, Mentem U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Nethermancy.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    Make a Hard (16) Magic test. If successful, a luminous, wispy gray and slightly cold to the touch fog rises from the ground in the area of effect (which is stationary). Everyone inside the fog is Shaken, with no chance to prevent or recover from the condition while in the area of effect. On a critical success, it causes Intimidated instead.
    10/20 526/764
  • Footprint Curse2BB Rego — Corpus, Vim C Cost: 7 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Curse.
    You must push a spike through {a footprint of the target}, unless it was already Marked. Make a Very Hard (18) Magic test. The target is Pinned and the difficulty of the recovery test for this condition is Legendary (24) while the spike remains in place. Pulling out the spike is a 2AP action.
    229/764
  • Force Bubble2BBB C
    231/764
  • Force Bubble2BBB Creo, Rego — Vim R Cost: T, 0 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Psionic (can be slotted with H/BH/BH/B).
    Force Bubble counts as an alternative Defense test (you cannot defend again if it fails).
    You throw up a barrier of pure force around yourself. Make a Very Hard (18) Magic test. If successful, the attack is blocked and the barrier automatically (and at no cost) attempts to block every subsequent physical attack, using your Warding pool, but also prevents you from making physical attacks. On a critical success, the barrier has Bulwark (one use of defensive advantage in melee per round).
    Whenever an attack scores an Armor Defeating Hit, the barrier is destroyed unless it succeeds in a Very Hard (18) Durability test (the barrier will still defend you against that attack).
    B or H/B: You Q Force Bubble.
    Self 230/764
  • Force Choke2H/WH/BH/R Psionic — Power U Cost: 5AP, rh.
    Duration: Sustained (cannot be extended).
    You make a grasping motion towards a single target in your aura (5 paces), using telekinetic pressure to choke the target. Make an opposed Resistance test. If successful, the target is Immobilized for as long as you sustain this power (doing so twice will cause brief unconsciousness if you desire it). On a critical success, generate H/R, H/B or H/W (lasts until the end of the scene).
    H/W, success: Target has Disadvantage for Recovery tests until the end of the scene.
    Aura 696/764
  • Force Lightning1H/RH/W Psionic — Power U Cost: 5AP, rh.
    Duration: Instant.
    You stretch out your hand, producing telekinetic lightning to attack a single target in your aura (5 paces). Make an opposed Resistance test (if the target is mechanical, you have advantage). If successful, inflict X Thunder Magic Damage (reduced by mystic armor).
    H/W, success: Target is also Knocked Down.
    Aura 697/764
  • Force of Will3BBB Perdo — Vim M Cost: T, 0 AP, BBB.
    Duration: Instant.
    Keywords: Abjuration.
    Through sheer force of will, you attempt to counter a single target spell. Make a Warding vs. Magic Test. If successful, the spell has no effect. On a critical success, this spell cannot be countered.
    Sight 232/764
  • Forced FaceH/WH/R Psionic — Power C Cost: 5AP, rh.
    Duration: Sustained (can be extended to sun).
    You wave your hand across you face. Make a Hard (16) Fellowship test. If successful, you can change the appearance of your entire body for as long as you sustain this effect, although it only works on people in your aura (5 paces) and creatures susceptible to telepathy. On a critical success, produce H/W (lasts until the end of the scene).
    H/W: Transfer Forced Face to a target in your aura. If the target is unwilling, make an opposed Fellowship test.
    Self/Aura 698/764
  • Fortunes of War3WBR C
    527/764
  • Fortunes of War3WBR Muto — Imaginem, Mentem, Vim R Cost: T, 1 hour, Discard {any Trump}.
    Duration: Instant.
    Keywords: Fate, Ritual (requires that you perform a short ritual at twilight).
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You attempt to change the course of battle. Make an Very Hard (18) Tactics Magic test. If successful, the allied general has Offensive Advantage (free reroll or replace). On a critical success, the allied general may look at the top three Trumps of the Fate Deck and add one to her or his hand (discard the rest). If you fail, suffer Fate Lash (reveal the top card of the deck; if you cannot reveal a card of the same suit from your hand, you suffer F and discard a random card from your hand).
    Sight 528/764
  • Foul VaporsDWUB Creo — Aquam, Auram, Vim U Cost: 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Target: Circle (creates a 1 pace radius circle around you).
    You tap the uglier regions of astral space. Make a Hard (16) Magic test. If successful, you draw foul, poisonous vapors around you, into the physical plane (the effect moves with you). The vapors act as a Deadly Toxin (flip) to anyone who comes into contact with them. On a critical success, the vapors extend an additional pace from you.
    Self 529/764
  • Freeze Weapons1UU Muto — Aquam C Cost: 5 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Target: Small (can be extended to affect a group of items).
    Keywords: Cryomancy.
    You sprinkle some {water} between your fingers, targeting any non-Flaming weapon. Make a Magic vs. Durability test. If successful, the Action Point cost for using the weapon increases by 1 to a maximum of 8AP. On a critical success, the Action Point cost increases by 2 instead. If this increase would raise the cost above 8AP, the weapon gains:
    • Impractical ([Wands]: attack fails, and wielder becomes Disarmed).
    5/10 134/764
  • Frost Sphere1UU Rego — Aquam U Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Cryomancy.
    You congeal the air around you into a dome of ice. Make a Very Hard (18) Magic test. If successful, the ice around you deflect ranged attacks. You get a free Block every round, using your Warding pool. On a critical success, you gain Elemental +2 (increased armor value and ignores penetration against elemental attacks) against Fire Damage.
    U: Frost Sphere gains Limit Break (set a single combat pool to 7 until the end of your next turn). This does not apply to other Warding tests you make.
    Self/Touch 136/764
  • Frost Sphere1UU C
    135/764
  • Fruit of Dragons2GU C
    530/764
  • Fruit of Dragons2GU Creo, Muto — Animàl, Herbam C Cost: 10 minutes, rh, vb, W/U/B/R/G.
    Duration: Instant.
    Keywords: Natural, Ritual.
    Fruit of Dragons allows you to lobby for the favor of the dragon spirits to create some fruits infused with their essence. Make a Hard (16) magic test. Based on the mana spent, it has different properties:
    B: Add Dragon Fruit (Purple) to your grimoire. It helps with corruption and poisons.
    U: Add Dragon Fruit (Amber) to your grimoire. It helps with physical harm.
    G: Add Dragon Fruit (Green) to your grimoire. It helps you overcome long nights.
    R: Add Dragon Fruit (Red) to your grimoire. It helps with conditions.
    W: Add Dragon Fruit (Yellow) to your grimoire. It helps with fatigue.
    You may slot this item for free. On a critical success ignore the Perishable (disappears at end of session) trait of the Dragon Fruit.
    Self 531/764
  • Full Health of Beast and Bird 1UUU C
    138/764
  • Full Health of Beast and Bird 1UUU Creo — Animàl C Cost: T, 6 AP, rh, vb.
    Duration: Sun (can be extended to permanent).
    Keywords: Natural.
    You kneel and press your hands to an animal’s wound while reciting a quiet, soothing incantation. Make a Magic test. If successful, the target immediately gains a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) that can be used to recover from any Condition or any Injury (if the target has zero wounds). On a critical success, it first heals 1d6 F. If you fail, it inflicts 1d6 F to the target.
    Magical healing is not permanent; the recovered F will return when the spell ends, unless you sacrifice the focus. Touch/5 137/764
  • Future SelfWUBR Creo — Aquam, Corpus, Mentem, Imaginem, Vim R Cost: T, 5 AP, rh, vb.
    Duration: Sustained.
    Keywords: Chronomancy.
    You cause your self from the near future to appear in the area for as long as you (both) sustain the effect. Make a Hard (16) Magic test. If successful, your self appears anywhere in your aura (5 paces). It has the same pools as you, and has access to your grimoire, but has +1C for all actions. When the spell ends, apply all injuries and conditions from your future self to you.
    Self 532/764
  • Gather EssenceB Rego — Vim C Cost: rh, vb.
    Enhances Fatigue Threshold [+1/16].
    Gather Essence gives you Advantage (free reroll) when you try to Gather mana.
    While this is a fairly common spell, note that it is often not strictly necessary. Mana can usually be harvested from the corpses of vanquished foes by hacking off one or two pieces, or from naturally occurring phenomena like fairy mushrooms. Touch 233/764
  • Gearshift Cypher2U/BG Rego — Aquam, Terram, Vim U Cost: T, 1 AP, rh, technique.
    Duration: Instant.
    Keywords: Glyph, Mechanical.
    Target: Individual (can be extended to affect a group).
    Enhances Scientific page [+1/8].
    You attempt to parry a melee attack using your Magic pool. You gain Shift (maneuver one pace; this replaces the random movement after an attack) and if the parry is successful, you may Displace ([Swords]: target is teleported 1d6 paces in a random direction) your attacker. This displacement does not trigger Opportunity Attacks.
    Self 721/764
  • Gizmo Barrage2GW Creo, Rego — Auram, Terram U Cost: T, 7 AP, lhrh.
    Duration: Instant.
    Keywords: Mechanical.
    • Spectacular (can use three of a kind for free).
    • Stifling ([Wands]: target is stifled).
    • Penetration: 2 (ignore two points of armor).
    You launch a set of crackling gizmos flying towards your target. Make an Engineering Magic vs. Block, Dodge test. If successful, inflict X Thunder Magic Damage (reduced by mystic armor).
    W: This attack gains AoE:1 (affects everyone within one pace).
    10 min, ritual: Make a successful Very Hard (18) Repair test to Q Gizmo Barrage. If this test fails, Gizmo Barrage becomes Locked (does not untap as normal) until the end of the session.
    5/10 533/764
  • Gizmo Barrage 2GW C
    534/764
  • Glyph of Abjuration3BBB Perdo — Vim R Cost: T, 1 AP, rh.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Glyph.
    You attempt to counter a single target spell. Make a Warding vs. Magic test. If successful, the spell has no effect and you place a stationary glyph on your current position that will attempt to counter every spell that passes within range (the glyph has 6 dice and fades if it fails). On a critical success, this spell cannot be countered.
    10/20 234/764
  • Gorgon’s Gaze2BBG C
    536/764
  • Gorgon’s Gaze2BBG Muto, Rego — Corpus, Terram R Cost: 7 AP, rh, eye.
    Duration: Instant (can be extended to sustained).
    Keywords: Serpentine.
    Your eyes glow pure white as you cast this spell on a single humanoid target. Make a Magic vs. Warding test (you have disadvantage when casting this against female targets). If successful, the target is Paralyzed. On a critical success, the duration is extended to Permanent, as the target turns to stone forever (or at least until the enchantment is broken).
    If you extend and sustain the spell, if the target is no longer paralyzed, the spell will attempt to cause paralyzed at the beginning of each of your turns.
    Near them their sisters three, the Gorgons, winged, with snakes for hair. Hatred of mortal man. Sight 535/764
  • Grasp of Shadows2W/BW/B Creo — Ignem U Cost: T, 7 AP, lhrh, vb.
    Duration: Sustained.
    Keywords: Nethermancy.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You raise your hands into the air. Make a Hard (16) Magic test. If successful, shadowy grapsing hands raise up fro mthe ground in the target area. Everyone that moves through this area or ends its movement in the area must make a vs. Acrobatics Dodge test or receive X Magic Damage (reduced by mystic armor). This effect have S Pinning ([Court, Pentacles]: target is pinned).
    10/20 722/764
  • Grasping Hands of Earth1GGG Muto, Rego — Terram U Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Geomancy, Trap.
    Target: Room (affects an entire room or a 2 paces radius circle).
    • Concealable (disadvantage to find this item).
    You tap your foot against {an earthen or stone surface}. Make a Hard (16) Magic test. If successful, hands of earth or stone rise from the ground in the area you designate (if you wish, the hands can stay concealed just under the surface). On a critical success, the spell sustains itself. For each additional level of success (+2), additional hands rise from the ground, giving one opponent (your choice) Disadvantage (forced reroll) for all tests they make against the hands (this includes recovery tests).
    Everyone in or moving across the area of effect must make a Hard (16) Trap test (each turn) or become Pinned. Those that are pinned should immediately try to free themselves, because if they don’t the hands will cause them to become Immobilized on your next turn.
    Self 369/764
  • Grasping Hands of Earth 1GGG C
    370/764
  • Grave MessageBR Intellego — Mentem, Vim C Cost: T, 10 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Necromancy.
    You need to be in {a bone circle or cemetery in which spirits are active} to cast this spell. Make a Normal (14) Magic test. If successful, you convince a spirit to carry a message (which cannot exceed 50 words) to another bone circle, cemetery or to a specific magus.
    T: Limit Break (set a single combat pool to 7 until the end of your next turn) while in a bone circle or cemetery.
    Miles 537/764
  • Gremlin Warrens1BG Creo, Rego — Terram, Vim U Cost: 6 AP, rh, vb, EE.
    Duration: Instant.
    You shout “Watch your step!” and make an opposed Magic test against a single opponent. The loser is Knocked Down as 1d6 gremlins burst from the ground (on d1, it immediately flees. On d6, you must laugh maniacally and cast this spell again next turn). Gremlins attack the nearest thing, but are easily cowed (you have no control over their actions).
    10/20 538/764
  • Grimoire StrikeBG Rego — Herbam, Vim C Cost: 5 AP, di, fo, rh.
    Duration: Instant.
    Keywords: Atramentus.
    You quite literally throw {a book, scroll or stack of papers} at a single target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Physical Damage (reduced by physical armor). The first time you do this, your target is Surprised. On B, your projectile is destroyed.
    B: Grimoire Strike gains Limit Break (set a single combat pool to 7 until the end of your next turn).
    5/10 539/764
  • Groundwater SwellGU Rego, Muto — Aquam, Terram C Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Hydromancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You call groundwater to the surface. Make a Normal (14) Magic test. If successful, everyone (except you) treats the area as difficult terrain (and, more importantly, you now have a source of water). If you fail, you Risk D (on R/W, this effect is not natural and usually causes trouble like sinkholes, draughts, etc...).
    Self 540/764
  • Guardian Ward3BBB C
    235/764
  • Guardian Ward3BBB Creo, Rego — Vim R Cost: 10 AP, rh, vb, F.
    Duration: Moon (can be extended to year).
    Keywords: Abjuration, Blood, Enchantment.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You place a ward on a specific spot, marked with your blood. Make a Very Hard (18) Occult Warding test. If successful, you create the ward [Durability: 8], and can give it operational parameters (let elves through, etc...). On a critical success, the barrier has Dependable (advantage for durability and save tests). Guardian Ward is an extremely difficult enchantment to cast: if you fail, suffer 1d6 F.
    When character attempts to cross the warded area, the spell will place a white star on the character and tells her or him to halt. Unless the character stops or backs away immediately, the ward makes a Durability vs. Warding test (this is not considered a targeted spell effect). If it succeeds, the ward inflicts X Magic Damage (reduced by mystic armor).
    Touch 236/764
  • Gust of Sweet Air2WU Creo, Rego — Aquam, Auram C Cost: 2 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Target: Aura (5 paces).
    You envelop yourself in the purest of airs. Make a Very Hard (18) Magic test. If successful, cancel any Airborne effect, any Sustained AoE effect or any airborne cover (even astral). On a critical success, the duration of this spell is extended till the end of the scene without needing to sustain it (even though you can sustain it beyond the scene if you want).
    T: Mastery (automatic critical success) for a defense test related to breathing.
    Self 541/764
  • Hand of LightWBR C
    542/764
  • Hand of LightWBR Creo — Ignem, Vim S Cost: 5 AP, di, fo, vb.
    or 1 AP, di, fo, vb as a remise attack.
    Duration: Instant.
    Requirements: Arinya.
    • Double Action ([extra pair]: remise attack against the same target).
    • Lethal (critical success on 5+) against creatures of darkness.
    A ray of light shoots out from {Arinya}. Make a Magic vs. Block, Dodge test. If successful, the target suffers X Magic Damage (reduced by mystic armor). If you fail, you Risk D (on B) or become Berserk (your choice). When you are berserk, you must aggressively cast Hand of Light as much as possible.
    Each time you cast Hand of Light increase its Complexity by 1 for this round only.
    If only I could hold a sun in my hand, I would purge all worlds of life. Wipe them clean of sin. I would burn whole cities, boil oceans down to their bedrock. 20/50 761/764
  • Hard CoverGU Muto — Corpus, Herbam C Cost: 1 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Atramentus.
    You draw the mystical energies of {a magical book} around yourself like a shield. Make a Normal (14) Magic test. If successful, you gain Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) until the beginning of you next turn. On a critical success, you may T Hard Cover to Limit Break (set a single combat pool to 7 until the end of your next turn).
    Self 543/764
  • Harvest Moon Blessing4GG Intellego — Terram R Cost: T, 1 day, rh, vb, G.
    Duration: Year.
    Keywords: Blessing, Natural, Blood, Ritual (requires that you perform a short ritual at twilight).
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You can only cast Harvest Moon Blessing during the Autumn season (typically at a harvest festival).
    You bless the surrounding land (you must travel the boundaries of the land during the casting). Make a Very Hard (18) Magic test. If successful, the land has “T: co Commerce (recover two resource dice)” for a year and a day. In addition, you automatically Gather G at the start of each season and form an emotional bond with the land (you will dream about it). On a critical success, you Gather BG each season. Some lands may give different mana.
    Self 371/764
  • Harvest Moon Blessing 4GG C
    372/764
  • Haste3BBB C
    238/764
  • Haste3BBB Rego — Corpus R Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun). Haste automatically ends when its target becomes Exhausted.
    Keywords: Blessing, Chronomancy.
    Target: Individual (can be extended to affect a group).
    Make a Very Hard (18) Magic test (if you are a chronomancer, you have advantage for this test). If successful, the target acts in both the Quick and Deliberate phases, but all actions are Tiring (+1 complexity). On a critical success, a single action (each round) taken is not Tiring.
    You are Fleet (+1 mobility point, cumulative) as long as you have slotted this spell.
    5/10 237/764
  • Hatri Sign2RR Intellego, Rego — Mentem C Cost: T, 2 AP, rh, eye.
    Duration: Instant.
    Keywords: Glyph.
    Your eyes emit an unparalleled malice. Make a Hard (16) Magic test. If successful, you have Limit Break (set a single combat pool to 7 until the end of your next turn) for Intimidate tests.
    Self 320/764
  • Heart of Stone2BG C
    545/764
  • Heart of Stone2BG Muto — Corpus, Terram U Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    You bump your fist over the target’s heart. Make a Hard (16) Magic test (if you are a dwarf, you have advantage for this test). If successful, the target has Absorb 2 (if a source would deal damage, prevent 2 of that damage). On a critical success, the target has Absorb 3 (if a source would deal damage, prevent 3 of that damage). In any case, the target also becomes a bit gruff and has Disadvantage (forced reroll) for Bargain and Charm tests.
    Self/Touch 544/764
  • Heat FoodR Rego — Ignem C Cost: 10 AP, rh, vb.
    Duration: a few minutes.
    Enhances Death Threshold [+1/24].
    Heat Food enables you to heat up food and infuse it with magic that has a beneficial effect (no spellcasting test is needed). Characters that eat the food and take a long rest can recover F once per day.
    Touch 321/764
  • Heat of the Searing ForgeRG Muto — Ignem, Terram C Cost: 5 AP, rh, vb.
    Duration: Instant (can be extended to sustained).
    Keywords: Pyromancy.
    • Astounding (can use four of a kind for free).
    You attempt to make a piece of metal too hot to touch. Make a Magic vs. Durability test (since this spell targets an item, even if it is held, magic resistance does not apply unless the item has the talisman type). If successful, the item becomes red hot (if it is held the bearer can choose to drop the item or take 1d6 Fire Magic Damage at the end of each of your turns). On a critical success, the item must make a Hard (16) Durability test or be destroyed.
    The item cools naturally, and can be handled again after 2 rounds (if you extend and sustain the spell, it stays hot).
    5/10 546/764
  • Heat of the Searing Forge RG C
    547/764
  • HellfireDR Creo — Ignem C Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Infernal.
    • sv Flaming ([Court, Wands]: target is burning).
    • Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    You draw fire from the deepest netherworlds and hurl it at your target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Fire Magic Damage (reduced by mystic armor).
    These hellish fires are difficult to put out with mundane means and tend to smolder for a long time, even in impossible circumstances. 10/20 322/764
  • HellfireDR C
    323/764
  • Hold on a Minute!1UR/W Rego — Aquam, Imaginem, Mentem U Cost: T, 10 minutes, R, lhrh, vb, eye.
    Duration: Instant.
    Keywords: Chronomancy.
    Target: Group (affects any number of targets within 2 paces of at least one other group member) of humanoid targets.
    Make a Very Hard (18) Magic test. If successful, and the group is not in combat or in immediate danger, they will wait at their current location for an entire hour. However, they are not dazed in any way, and will still respond to threats.
    Sight 723/764
  • Holy StrengthBBB C
    240/764
  • Holy StrengthBBB Muto — Corpus U Cost: T, 5 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Faith.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You and the targets say a small prayer together, touching a {holy symbol}. Make a Hard (16) Magic test (if you have True Faith, you have advantage for this test). If successful, the target has Advantage (free reroll) for Strength and Toughness tests. On a critical success, the target has one use of Defensive Advantage (free reroll or replace).
    By the Light! Touch/5 239/764
  • Home Field Advantage2BGW Perdo — Auram, Corpus, Terram U Cost: T, 1 AP, rh, fo.
    Duration: Sustained.
    Target: Individual (can be extended to affect a group).
    Focusing on your {surroundings}, you attempt to blend in with your surroundings. On a successful Hard (16) Magic test, you become very difficult to detect through any means as long as you are at least 10 paces away. The difficulty is increased by how similar to your current environment the first land slotted in your Lands page is. Alternatively you can select any land you have a sympathetic link to.
    Self/Touch 548/764
  • Horrific Tea PartyDBG Creo, Muto — Terram, Vim C Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    You place {a teacup or teapot} on the ground, dancing a little jig around it. Make a Normal (14) Magic test. If successful, you control all gremlins in your aura (5 paces) and at the start of each round, randomly summon a Gremlin Danseuse, Huntsman, Lexicanum, Rooster Cavalry, Sorcerer or Taxidermist anywhere in your aura. On a critical success, randomly summon a Gremlin Cyborg or Samurai. If you fail, summon a Gremlin Horoi.
    Aura 549/764
  • Howl2RRR C
    324/764
  • Howl2RRR Creo — Mentem R Cost: T, 0 AP, vb.
    Duration: Instant.
    Keywords: Shout.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    Unless you are a Werewolf, you must have Intimidate (social attack) slotted to slot this card.
    Howl has no effect on creatures that cannot hear you, and can only be cast during your turn.
    You let out a chilling howl while weaving the threads to this spell. Make a Magic vs. Warding test. If successful, the targets that failed their defense test are Intimidated. On a critical success, you and allies in your aura (5 paces) have one use of Offensive Advantage (free reroll or replace) against each target (this advantage is shared, so if you ally uses it you lose it, and vice versa).
    Hearing 325/764
  • Hunter’s Sense1UUU Intellego — Animàl U Cost: T, 10 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Blessing.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    Make a Very Hard (18) Magic Animal Handling test. If successful, you sense the shapes and motivation of all animals above a certain size that exist within the area of effect (you decide the size threshold, such as “all animals larger than a fox”). In addition, the spell sharpens your senses and grants Advantage (free reroll) for Perception and Trap tests. If you are asleep, you see the animal in a dream, but that might not awaken you. On a critical success, you have Defensive Advantage (free reroll or replace) against animal attacks.
    Hunter’s Sense will detect mythic animals, but it is considered a targeted spell effect.
    Self 140/764
  • Hunter’s Sense1UUU C
    139/764
  • Ice AxeUUU C
    141/764
  • Ice AxeUUU Creo, Muto, Rego — Aquam U Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Hydromancy.
    Penetration: 1 (ignore one point of armor).
    • Damage +1 (roll an extra damage die).
    Frost forms on your fingers as you draw moisture from the surrounding air into a huge, icy axe that arcs towards your target, trailing icy crystals. Make a Magic vs. Block, Dodge test. If successful, you inflict X Cold Magic Damage (reduced by mystic armor).
    Whether the attack is successful or not, on your next turn, you have Mobility +1 (an extra mobility point) and Rush (advantage if you moved 6 or more paces this turn), as the trail of ice allows you to glide just a little bit further.
    5/10 142/764
  • Ice LaceratorsWUU C
    550/764
  • Ice LaceratorsWUU Muto — Aquam, Auram U Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Cryomancy.
    You form an ice crystal between your hands, weaving magic around it. Make a Hard (16) Magic test. If successful, you form cold, Icy Spikes on the target’s limbs, enhancing their unarmed combat prowess. On a critical success, increase the Durability and Penetration of the Icy Spikes.
    —Icy Spikes——————————————
    Durability: 5.
    Penetration: 1 (ignore one point of armor).
    • Cold Magic Damage (reduced by mystic armor).
    • Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn).
    • Freezing ([Cups]: target is stunned).
    • Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn).
    Self/Touch 551/764
  • Ice Mace and Chain1GUU C
    552/764
  • Ice Mace and Chain1GUU Creo, Muto — Aquam, Terram U Cost: 5 AP, di, fo, lhrh, vb.
    Duration: Instant.
    Keywords: Cryomancy.
    • Flail (target has -1 defense die).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    You hurl {two small earthen or metal objects} at your target. Make a Magic vs. Block, Dodge test. If successful, the two objects become spiked mace heads joined by an icy chain, causing X Physical Damage (reduced by physical armor).
    10/20 553/764
  • Icy MaulUUU Creo, Muto, Rego — Aquam U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Cryomancy.
    Penetration: 1 (ignore one point of armor).
    You gather moisture from the surrounding air to create an icy maul. Make a Hard (16) Magic test. If successful, the weapon has:
    — Hammer —
    Durability: 5.
    Combat Range: 1/2 T5.
    • Accurate (+1 attack die, up to 6).
    • Cold Magic Damage (reduced by mystic armor).
    • Freezing ([Cups]: target is stunned).
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    As long as you hold the maul, you have Mobility +1 (an extra mobility point) and a free Parry each round. You can also throw it (this destroys the maul, though).
    Self 143/764
  • Icy MaulUUU C
    144/764
  • Icy Surface1GUU C
    554/764
  • Icy SurfaceUUU Creo, Muto — Aquam U Cost: 7 AP, rh, vb.
    Duration: Instant (can be extended to sustained).
    Keywords: Cryomancy, Hydromancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You kneel and blow on the surface you wish to ice. Make a Hard (16) Magic test. If successful, the spell immediately covers the area of effect with ice (with you at the edge of the area), making it difficult terrain that requires a Very Hard (18) Agility or Quickness test to navigate without falling down. On a critical success the ice spread with the speed of a sprung trap: everyone within the area must immediately make a Trap test or be Knocked Down (some characters or creatures may have advantage or be exempt from this test).
    If the surface was already wet (or water), increase the difficulty one level (+2).
    The ice created by Icy Surface melts naturally, unless you extend and sustain the spell.
    Touch 145/764
  • If I Could Turn Back Time WUBBRG C
    555/764
  • If I Could Turn Back Time WUBBRG Rego — Vim R Cost: T, 10 AP, rh, vb, B.
    Duration: Sustained (you must sustain this for X minutes, or become lost in time and space).
    Keywords: Chronomancy.
    One cannot actually travel back in time, but through clever use of time anchors, you can tweak events just a little. Make a Very Hard (18) Magic test and name a suit (cups, pentacles, swords or wands). If successful, reveal the top Trump of the Fate Deck and turn back time exactly X minutes (to a time anchor you conveniently placed at that time). On a critical success, reveal two Trumps (choose one and discard the other). If the suit does not match the one you called out, a Timekeeper is dispatched (to arrest or eliminate you).
    Events will play out in exactly the same way, but you have a chance to make minor alterations as they do (carefully, for fate and time dislike such meddling), although this is often difficult (you can move the lantern that started a fire, but something else may become responsible for starting that same fire).
    T: Produce a Command Point (until the end of the scene).
    World 556/764
  • Igni Sign2RR Intellego, Rego — Ignem C Cost: T, 2 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Your passion stokes the flames around you. Make a Hard (16) Magic test. If successful, a Flaming attack within 5 paces becomes sv Flaming ([Court, Wands]: target is burning). If this attack was already sv Flaming, it instead becomes Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage).
    5/- 326/764
  • Illusionary Army2WW Creo — Imaginem U Cost: T, 1 AP, rh, fo.
    Duration: Instant.
    Target: Individual (can be extended to affect a group).
    Keywords: Illusion, Social.
    You caress a {mask of your face}, and attempt to manifest a number of illusionary members in your party to perturb your opponent. Make a Magic Intimidate vs Resistance test. If successful, the target is Intimidated. This attack is Illusionary ([Arcana]: attack is disbelieved, has no effect). On a critical success, you have Destined (free redraw of Trump) for this attack.
    10/20 63/764
  • Illusionary Wall1GW Creo — Imaginem, Terram U Cost: T, 2 AP, lhrh.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion.
    Target: Threshold (a doorway or opening no wider than 3 paces).
    Make a Very Hard (18) Magic test. If successful, you summon an Illusionary wall with Durability: 4. The wall grants all behind it Cover (ignore normal successes from ranged attacks; critical successes count as normal successes), but does not hinder your ranged attacks (or those of your allies).
    If the wall is attacked, it defends with Durability or be destroyed. If the attack reveals an {Arcana}, the wall is disbelieved. You can increase the Durability to 6 until end of round by spending G.
    5/- 557/764
  • Illusions of GrandeurWW Muto — Imaginem C Cost: T, 1 AP, rh, vb.
    Duration: Instant (only lasts 1 round).
    Keywords: Illusion.
    You spin an impressive illusion around a single target. Make a Normal (14) Magic test. If successful, the target gains Limit Break (set a single combat pool to 7 until the end of your next turn), but attacks also have Illusionary ([Arcana]: attack is disbelieved, has no effect).
    Touch/5 64/764
  • Impart Gravitas2GG Muto — Terram U Cost: 5 AP, rh, vb.
    Duration: Sustained.
    Target: Small (can be extended to affect a group of items).
    The air around the target starts feeling oppressive. Make a Magic test with Difficulty 14 + Complexity of the target. If successful, it loses its Light trait (forcing the use of the Melee pool). If it does not have the Light trait, it gains the Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items) trait. If it already has the Heavy trait, it gains the Large (requires both hands, but can use three of a kind) trait instead.
    Touch/5 373/764
  • In Nature’s Footsteps1G Rego, Muto — Herbam C Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Natural.
    Target: Individual (can be extended to affect a group).
    You become attuned to your surroundings. You gain Skilled (+1 die) and Advantage for stealth tests in forests. When not in a forest, you have Advantage (free reroll) for stealth tests on natural surfaces (such as wooden floors or flower beds).
    As quiet as a flower... Self 374/764
  • IncinerateRRR C
    327/764
  • IncinerateRRR Creo, Rego — Ignem U Cost: T, 1 AP, rh, vb.
    Duration: Instant (can be extended to sustained).
    Keywords: Pyromancy.
    You channel intense heat towards a single target, who immediately begins to smolder. Make a Magic vs. Warding test. If successful, the target is Burning. On a critical success, the target is Burning twice.
    If you extend and sustain the spell, it will attempt to cause Burning at the beginning of each of your turns (the condition stacks).
    Spontaneous combustion is a myth. If you burst into flame, someone wanted you to. 5/10 328/764
  • Inflict DiseaseXB Muto — Corpus C Cost: 5 AP, rh, vb. X is equal to the Complexity of the disease you wish to inflict.
    Duration: Instant.
    Keywords: Necromancy.
    • Illegal (when you use this card around others, risk dishonored, on B).
    Choose a disease (it must be know to you). Make a Magic vs. Warding test (you have advantage if you yourself have suffered from the disease before). If successful, you afflict the target with the disease. On a critical success, the target has Disadvantage (forced reroll) for Disease tests until the end of the scene.
    Risk D (on B): This spell has Penetration: 2 (ignore two points of armor).
    5/10 241/764
  • Inner Wisdom2W Rego — Imaginem C Cost: T, 10 minutes, rh, fo.
    Duration: Instant.
    Keywords: Candle, Fate, Ritual.
    Target: Individual (can be extended to affect a group).
    You lay out a {pattern of cards} while surrounded by a circle of candles. Make a Very Hard (18) Magic test. If successful, you gain insights from the pattern about a given subject (either a topic or a person). Until the end of the scene you have Advantage (free reroll) for any Social test involving the chosen subject.
    T: Reroll a Willpower test.
    T: Produce a small light source.
    Self 65/764
  • Insect RepellentUU C
    146/764
  • Insect RepellentUU Rego — Animàl C Cost: T, 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Abjuration, Arachnomancy, Blessing.
    Range: Group.
    You make a buzzing sound like the sound of flying insects, the noise becoming softer as the spell is cast, then touch the targets. Make a Normal (14) Magic test. If successful, insects will not approach within 1 pace of the targets unless they succeed in a Hard (16) Willpower test. On a critical success, the test is Extremely Hard (20). In any case, the spell also provides Advantage (free reroll) for Defense tests against insects who succeed in the test.
    While this spell is useful to get rid of flies, gnats and mosquitoes, it is important to note that it also wards off insect spirits, and thus can be a real lifesaver. Touch/5 147/764
  • Intuition of the ForestGG Intellego — Herbam C Cost: T, 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Blessing, Natural.
    Target: Individual (can be extended to affect a group).
    You engage in a type of communion with the woods that you are in. Make a Normal (14) Magic test. If successful, the spell gives you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. This conveys Advantage (free reroll) for all tests related to nature (including Herbam spells) in a forest or similar area. Causing significant harm to a forest cancels the blessing. On a critical success, you may pay E to Limit Break (set a single combat pool to 7 until the end of your next turn). If you fail, the spirits of this forest shun you for a year and a day.
    Touch/5 376/764
  • Intuition of the ForestGG C
    375/764
  • Invigorate1BBR Creo — Corpus, Mentem U Cost: T, 6AP, rh, vb, B/R.
    Duration: Instant.
    You touch your eyes with your index and middle finger while casting the spell. Make a Hard (16) Magic test. If successful, any number of targets you can name and see gain a free Recovery test (you do not). On a critical success you gain two free Recovery tests or Q Invigorate.
    Sight 558/764
  • Iron Hand1B/GB/GB/G Muto — Corpus, Terram U Cost: T, 1 AP, rh, vb, G.
    Duration: Sustained (can be extended to sun).
    You mimic the melee or unarmed strike made by an ally in your aura (5 paces). Make a Hard (16) Magic test (if you make this after the defense test, you have disadvantage). If successful, your ally has Damage +3 (roll three extra damage dice) for his melee or unarmed strike and on all subsequent rounds. On a critical success, you Q Iron Hand. If you fail, your ally has Damage -1 (subtract 1 damage).
    5/10 724/764
  • Kali's Tongue1UB Rego — Aquam, Corpus C Cost: 7 AP, rh, vb.
    Duration: Sustained.
    Keywords: Blood, Curse.
    You stain your hands with blood and touch a single target or fling the blood towards the target. Make a Magic vs. Warding test (advantage if you can lick the target). If successful, the target cannot heal. On a critical success, the duration is extended to Moon and you need not sustain the curse.
    Touch/5 559/764
  • KinslayerDBB Perdo — Corpus U Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Target: Small (can be extended to affect a group of items).
    • Strain (costs F instead of E).
    You enchant a {metal weapon} (or ammo). Make a Hard (16) Magic test. If successful, the weapon must make a Hard Durability test and has the Murderous (critical success on 4+) trait against your own race and “if you miss, this carries over to your next attack”.
    Touch/5 242/764
  • Kismet1WBR Muto — Imaginem, Mentem, Vim R Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Enchantment.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You throw a veil of enchantment over the battlefield. Make an Extremely Hard (20) Magic test. If successful, opponents must T their equipment, spells, stances and techniques to use abilities or traits printed on them (excluding durability, penetration and type). In addition, alternative costs on cards cannot be used (generally, this means they can use them only once). On a critical success, you may discard your hand and draw that many Trumps from the Fate Deck (if one of the discarded trumps was a major arcana, draw an additional trump).
    Opponents cannot resist Kismet, but it can be dispelled.
    Make people wait for what they want, and you have power over them. This is as true for merchants and militia as it is for cooks and couples. 10/20 561/764
  • Kismet1WBR C
    560/764
  • KnockGG Rego — Herbam or Terram C Cost: T, 1 AP, rh.
    Duration: Instant.
    Make a Magic vs. Durability test (if the target is mundane, you have advantage). If successful, the target opens (it will not lock itself or become stuck again on its own, but the spell cannot raise barred gates or similar impediments, such as a portcullis, nor does it affect ropes, vines, and the like). On a critical success, you Q Knock.
    Knock opens stuck, barred or locked doors, boxes or chests. It also dispels magic on locks and loosens welds, shackles, or chains (provided they serve to hold closures shut). It is not subtle magic, and may make noise or trigger traps.
    G: You Q Knock.
    Touch/5 377/764
  • KnockGG C
    378/764
  • Know the Perils of Nature1G Intellego — Terram C Cost: T, 7 AP, vb, rh.
    Duration: Sustained.
    Keywords: Natural, Blessing.
    You instinctively know of the existence of natural traps (such as pitfalls or nets), and will thus never be caught in them. This does not apply to traps of a technological or magical nature.
    T: Reroll an Alertness test.
    Self 379/764
  • Knowledge is My Shield2RW Rego — Auram, Mentem U Cost: T, 3 AP, rh.
    Duration: Instant.
    Keywords: Atramentus
    Requirements: Slotted at least 2 Tome or Scroll items.
    You temporary gain Flying (make sure your feet touch the ground at the end of movement or you’re falling down). Until the end of the combat round, you may perform blocking actions using your Magic pool. You can T a single Tome or Scroll for Bulwark (one use of defensive advantage in melee per round).
    Self 562/764
  • Land Lust3 Ritual — Land C Duration: Permanent.
    As long as Land Lust is slotted, you have Advantage (free reroll) for Magic tests to attune lands.
    T: One use of Offensive Advantage (free reroll or replace) for any duel fought over possession of a land.
    Land is the most precious gift; no principle, however glorious, may justify the taking of it. Self/- 3/764
  • Lay On Hands1BBB Creo — Corpus U Cost: T, 6 AP, rh, vb.
    Duration: Sun (can be extended to permanent).
    Keywords: Faith.
    You press a glowing hand to the target while reciting a prayer. Make a Hard (16) Healing Magic test. If successful, the target immediately gains a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) that can be used to recover from any Condition or any Injury (if the target has zero wounds). On a critical success, Lay On Hands first heals 1d6 F. If you fail, it inflicts 1d6 F to the target.
    Magical healing is not permanent; the recovered F will return when the spell ends, unless you extend the effect. Touch 243/764
  • Lay On Hands1BBB C
    244/764
  • Lay to RestBBR Perdo — Corpus, Mentem U Cost: 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Necromancy.
    Target: Individual (can be extended to affect a group).
    You disrupt necromantic energies. Make a Magic vs Warding test. If successful, the spell outright destroys corporeal undead (like skeletons and zombies) while incorporeal undead (like ghosts) are Banished until sunset or sunrise (giving you a chance to destroy their tether to the mortal world). The spell does not affect undead diseases (like ghouls and vampires). On a critical success, chance to gather B from the residual energies (on B).
    5/10 563/764
  • Leaps and BoundsW/BW/BW/B C
    725/764
  • Leaps and BoundsW/BW/BW/B Muto — Auram, Corpus U Cost: T, 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You make the intended target of the spell make a little leap to you, then push her or him back. Make a Hard (16) Magic test. If successful, the target has greatly increased leaping movement. He or she is Fleet (+1 mobility point, cumulative) and makes Quickness tests [Complexity: 2], keeping the two highest dice to determine Mobility Points each turn. On a critical success, the character also has Advantage (free reroll) for Dodge tests.
    When leaping, the character must jump in a straight line, with a maximum vertical elevation of 2 paces (this provokes opportunity attacks, unless the quickness test was a critical success).
    Touch/5 726/764
  • LevitateW/BW/BW/B C
    728/764
  • LevitateW/BW/BW/B Rego — Auram, Vim U Cost: 10 AP, lhrh, vb, EE.
    Duration: Sustained (cannot be extended).
    Target: Room (affects an entire room or a 2 paces radius circle).
    You raise and lower your hands while casting this spell. Make a Hard (16) Magic test (you cannot cast this spell while exhausted). If successful, the spell forms a blueish platform of gravitational force with which you can levitate characters and objects that step on it (you can create a the platform under loose objects). A single Levitate spell can lift up to one tonne (it can only move up and down, side to side movement is not possible). Once placed, the levitation area cannot be moved. Levitation is slow movement, moving only two paces per round. On a critical success, extend the range the levitation area can move to 50 paces or double the weight it can lift.
    You may join Levitate spells together. For example, you may levitate yourself to the top of the first Levitate spell’s range, then cast another Levitate spell to continue to move up. As soon as any lower altitude spell ends or is dispelled, all higher Levitate spells immediately fail.
    Levitate must not start on the ground. For example you can cast the spell while on top of a tower, “step off” the tower and slowly float to the ground.
    20/50 727/764
  • Life Circle of One1BBB C
    246/764
  • Life Circle of One1BBB Creo, Rego — Vim U Cost: 7 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Necromancy.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You spit on your hands, then mimic outlining a circle with your fingers. Make a Hard (16) Occult Geometry Warding test (E). If successful, you create a thaumathurgic circle [Durability: 7]. On a critical success, the circle has Dependable (advantage for durability and save tests).
    Life Circle of One does not break if the Magus (or his allies) make attacks from within the circle.
    When a Demon, Horror [construct], or Undead creature attempts to enter or reach into the circle, it must make a Magic vs. Durability test to break the circle. If it fails, the circle repels the entity and inflicts X Magic Damage (reduced by mystic armor).
    Self 245/764
  • Light WispWW Creo, Rego — Imaginem C Cost: T, 6AP, di, rh, vb.
    Duration: Instant.
    As long as Light Wisp is slotted, you may conjure a small ball of light at no cost.
    You send the small ball of light towards a single target’s eyes. Make a Magic vs. Block, Dodge test. If successful, your target is Blinded. If you fail, the wisp tries again next round (5 dice, after a second failure, it fades away).
    10/20 66/764
  • Lighten LoadGGU C
    565/764
  • Lighten LoadGGU Rego — Animàl, Herbam, Terram U Cost: T, 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You brace and grimace as if lifting a heavy object, then straighten and smile as the spell is cast. Make a Hard (16) Magic test If successful, the object weighs less. The result of your test determines how effective the spell is. Each point of the test result reduces the weight of the object by a dozen kilograms, down to a minimum of one kilogram (so the maximum is a weight reduction of 288 kilograms, if you roll 24). If cast on a character, reduce the character’s Encumbrance by a single point (cumulative). On a critical success, double the effect (reduce a character’s encumbrance by two points instead).
    Lighten Load cannot affect animals, humanoids, trees or other living things, only inanimate objects (the Animàl component is for dead animal matter like furs and leather).
    G: You double the effect of this spell (cumulative).
    Touch/5 564/764
  • Lightning HandsWWW Creo — Auram U Cost: T, 5 AP, di, lhrh, vb.
    Duration: Instant.
    Keywords: Aeolomancy.
    Target: Room (affects an entire room or a 2 paces radius circle).
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    You roar loudly, your voice echoing through the skies. Make a Magic vs. Dodge test (affects everyone, except yourself, in the area of effect). If successful, lightning crackles between your hands and around you, causing X Thunder Magic Damage (reduced by mystic armor).
    Targets that successfully defend must move out of the area of effect (as indicated by the active trump).
    Touch 68/764
  • Lightning HandsWWW C
    67/764
  • Lightning ShieldWWW Rego — Auram U Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Aeolomancy, Blessing.
    You snap your fingers to create a spark of electricity, which leaps to the target character’s shield. Make a Hard (16) Magic test. If successful, whenever an attacker strikes the Lightning Shield, a jolt of lightning will hit them for 1d6 Thunder Magic Damage (reduced by mystic armor) if your Defense test was a superior combination. On a critical success, your shield gains Phenomenal (can use full house for free).
    For example, if you are attacked with d4d4, and you defend with d5d5 (or better), a spark will strike your attacker. Touch/5 70/764
  • Lightning ShieldWWW C
    69/764
  • Lightning SpearWWW C
    72/764
  • Lightning SpearWWW Creo — Auram C Cost: 7 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Aeolomancy.
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • Inaccurate (-1 attack die).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    You ball your fist and point your arm downwards. Make a Magic vs. Dodge test. You hurl a bolt of lightning at a target. If successful, you inflict X Magic Damage (reduced by mystic armor).
    For the love of Zeus... 10/20 71/764
  • Lightning TouchWW Creo — Auram C Cost: 5 AP, lhrh, vb.
    You can cast this spell and make an unarmed attack at the same time without provoking an opportunity attack.
    Duration: Instant.
    Keywords: Aeolomancy.
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    You rub your hands together, creating static electricity, then reach for your target. Make a Magic vs. Block, Dodge Test. If successful, a spark leaps from you to your target, causing X Thunder Magic Damage (reduced by mystic armor).
    Touch 73/764
  • Lightning TouchWW C
    74/764
  • Mafuba2BBBB Muto, Rego — Corpus, Vim R Cost: 7AP, fo, lhrh, vb.
    Duration: Instant
    Keywords: Abjuration.
    Mafuba ignores Magic Save if used against evil creatures (the GM decides who is evil, but most humanoids are not inherently evil) and cannot be countered by them.
    You throw {a specially prepared clay jar} onto the ground and your body glows as you surround a single target humanoid or spirit with a green, whirling energy vortex. Make a Magic vs. Warding test. If successful, you and the target are forced into an astral duel. On a critical success, you gain the Duelist (one use of offensive advantage in duels) trait.
    If you win the duel, you imprison your target in the clay jar (until it breaks). If you lose the duel, you suffer XE (equal to the highest card value your target focused).
    If you focus {Magician} during the duel, it has a card value of 1 or 11 and you gain one use of Offensive Advantage (free reroll or replace) during the duel. If your target focuses {Devil} during the duel, your roles are reversed (you now risk imprisonment).
    After casting Mafuba (after the duel), if you are Exhausted, you must make a Very Hard (18) Toughness test or die.
    20/- 248/764
  • Mafuba2BBBB C
    247/764
  • Mage Armor1BGG C
    566/764
  • Mage Armor1BGG Muto — Herbam, Terram, Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You slam you hand in to the armor the be enhanced, while uttering a soft, thudding sound, as if an ineffectual blow had landed. Make a Hard (16) Magic test. If successful, the spell strengthens any armor (even normal clothes will be enhanced) up to Armor Value: 4/4 (reduces physical damage by 4 and elemental or mystic damage by 4, modified by penetration), but the spell has no effect on targets wearing heavier armor. On a critical success, the target can reroll Armor Save tests once.
    Touch/5 567/764
  • Makeshift WeaponGG C
    381/764
  • Makeshift WeaponGG Muto — Herbam, Terram C Cost: T, 7 AP, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Summoning.
    You flip {any small object} into the air and catch it as it falls down. Make a Normal (14) Magic test. If successful, the object weighs the same as before, but turns into a slim, extremely keen weapon. Y equals 1 (for each additional success level, increase Y by one). On a critical success, the spell also enhances your Light pool [+1/6].
    You can hand the weapon to another character, but the pool enhancement does not transfer.
    —Makeshift Weapon—
    • Fleet (+1 mobility point, cumulative).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Penetration: Y (ignore Y points of armor).
    Touch 380/764
  • Mallard’s CloakUU C
    148/764
  • Mallard’s CloakUU Rego — Aquam C Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Blessing, Hydromancy.
    Target: Individual (can be extended to affect a group).
    You mimic brushing water off your hair and clothes while casting this spell. Make a Normal (14) Magic test. If successful, the spell makes water run of the targets, protecting them and their apparel from dampness even in the most torrential rainfall, although it doesn’t remove existing liquids. It also grants Advantage (free reroll) when defending against foxes and water attacks (such as the brine bolt spell, or attacks from a water elemental). On a critical success, the target is also Skilled (+1 die) for Swimming tests.
    Mallard’s Cloak is automatically dispelled if the target is wholly submerged in water.
    Mallards have had a long and nearly symbiotic relationship with humans. Humans create an urban adaptation of traditional waterways to which mallards are better suited than native ducks, giving them an evolutionary advantage, and have frequently domesticated mallards both as pets and a food species. Touch 149/764
  • Mana Diffusion3BB Creo, Muto — Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained.
    Keywords: Enchantment.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    If successful, everyone within the boundary has a Magic Save of 4+ (before defense, roll 4 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). On a critical success, di directed spells have Disadvantage (forced reroll).
    Self 249/764
  • Mana ForgeURG Rego — Aquam, Ignem, Terram C Cost: T, 0 AP, W/U/B/R/G.
    Duration: Instant.
    Keywords: Glyph.
    You have Advantage (free reroll) for Gathering tests.
    Make an Easy (12) Magic test. If successful, add W/U/B/R/G to your Mana pool.
    W/U/B/R/G: Q Mana Forge.
    Master the chaotic forces of nature, and you shall master magic. Self 568/764
  • Manifest ElementalXR/GW/UB C
    729/764
  • Manifest ElementalXR/GW/UB Rego — Auram/Aquam/Ignem/Terrram U Cost: 7 AP, fo, rh, vb, X is equal to the upkeep of whatever you are manifesting.
    Duration: Sustained (cannot be extended).
    Keywords: Summoning.
    Manifest Elemental allows you to conjure an elemental spirit through a {large amount of elemental material} (this usually only presents a challenge for fire and water). You can conjure “common” spirits at will, but those of “uncommon” or higher rarity require that you procure a service from them first (through the ritual of summoning). Make a Normal (14) Magic test. If successful, the spirit manifests (with 2 action points) and is automatically under your control (as long as you do not exceed what you can control), although it may not understand your ‘strange humanoid ways’. You must pay its upkeep cost (if any) immediately.
    10/20 730/764
  • Manifest Hotel Rafflesia3BB Creo, Rego — Vim R Cost: 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Infernal, Summoning.
    You manifest an astral focal point. Make a Very Hard (18) Magic test. If successful, add a servant (Hotel Rafflesia) to your grimoire (no need to pay the attune cost). While sustained, you gain a di Magic attack with combat range 5/10 that causes O Magic Damage (reduced by mystic armor) and inflicts a random condition that cannot be prevented:
    1: Target becomes Blinded.
    2: Target becomes Silenced.
    3: Target becomes Mangled.
    4: Target becomes Pinned.
    5: Target becomes Staggered.
    6: Choose one of the effects above.
    These effects are sustained by Hotel Rafflesia, and end when it would be destroyed, or when this spell is no longer sustained (at which time Hotel Rafflesia also disappears).
    Self 251/764
  • Manifest Hotel RafflesiaXBB C
    250/764
  • Manifest IllusionXWW Creo, Rego — Imaginem C Cost: 5 AP, rh, vb, X is equal to the upkeep of whatever you are creating.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion, Summoning.
    Manifest Illusion allows you to quickly conjure an illusionary version of almost any creature or small, mundane object (you must have studied it to make an accurate copy, so use common sense; the bigger or more intricate the illusion is, the higher its upkeep). Make a Normal (14) Magic test. If successful, the creature or object appears (with 2 action points if a creature) and is automatically under your control (as long as you do not exceed what you can control). You must pay upkeep costs (if any) in W Mana, no matter what other symbols are printed on the card.
    Illusions are always Vulnerable (injury threshold is halved) and their attacks have Illusionary ([Arcana]: attack is disbelieved, has no effect) and do not inflict permanent damage or injuries (these fade once the illusion fades or is disbelieved). Uncontrolled illusions dissipate.
    Touch/5 76/764
  • Manifest IllusionXWW C
    75/764
  • Manifest Mirror ObjectGW Creo — Imaginem, Terram U Cost: 1 AP, fo, rh.
    Duration: Instant.
    Keywords: Mirror, Summoning.
    Using {a reflective surface}, you manifest any small, mundane object from the Mirror World. Make a Normal (14) Magic test. If successful, the object appears.
    A Mirror Blade and Mirror Knife (see weapon cards) can be summoned as a pair.
    Mirror World objects are real, but fragile (-1 durability) and feel a little “off”.
    Self 569/764
  • Manifest PhantasmXWWG/U/B C
    731/764
  • Manifest PhantasmXWWG/U/B Creo, Rego — Imaginem, Animàl/Corpus/Herbam/Terram U Cost: 7 AP, rh, vb, X is equal to the upkeep of whatever you are manifesting.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion, Summoning.
    Manifest Phantasm allows you to conjure a semi real version of almost any creature or small, mundane object (you must have studied it to make an accurate copy, so use common sense; the bigger or more intricate the illusion is, the higher its upkeep). Make a Hard (16) Magic test. If successful, the creature or object appears (with 2 action points if a creature) and is automatically under your control (as long as you do not exceed what you can control). You must pay its upkeep cost (if any) immediately.
    Phantasms are always Vulnerable (injury threshold is halved), but inflict real damage and injuries. An uncontrolled phantasm behaves as normal for whatever it is and dissipates at twilight.
    Touch/5 732/764
  • Manifest SpiritXWBR Rego — Imaginem, Mentem, Vim U Cost: 7 AP, rh, vb, X is equal to the upkeep of whatever you are manifesting.
    Duration: Sustained (cannot be extended).
    Keywords: Summoning.
    Manifest Spirit allows you to conjure any spirit. You can conjure “common” spirits at will, but those of “uncommon” or higher rarity require that you procure a service from them first (through the ritual of summoning). Make a Hard (16) Magic test. If successful, the spirit appears (with 2 action points) and is automatically under your control (as long as you do not exceed what you can control), although it may resent you for this. You must pay its upkeep cost (if any) immediately.
    5/10 571/764
  • Manifest SpiritXWBR C
    570/764
  • Masking the Odor of MagicWB Perdo — Imaginem, Vim C Cost: 10 AP, rh.
    Duration: Sun (can be extended moon).
    Keywords: Abjuration.
    Prevents the detection of a spell, or of magic powers in an item or being. Make a Normal (14) Magic test. If successful, the target is Very Hard (18) to detect as magical, although the target does tend to smell “off” after the application of this spell. On a critical success, the target is almost Impossible (22) to detect.
    Touch/5 572/764
  • Master Rune of BreakingI Rune — Spell R T, EEE: When an item in your aura (5 paces) is forced to make a Durability test, you may activate this rune. If you do, the item automatically fails the test. If the item is magical, it has Disadvantage (forced reroll), twice. However, a Master Rune of Breaking cannot affect cursed items. Touch 4/764
  • Master Rune of ImmolationI Rune — Spell R Cumulative Upkeep: F (reduced by mystic armor).
    T, EE, Sustained: You activate runes that set your body ablaze. Your melee attacks automatically have:
    • sv Flaming ([Court, Wands]: target is burning).
    Whenever someone attacks you in melee, their weapon must make a Very Hard (18) Durability test to avoid being destroyed (before your defense).
    Touch 5/764
  • Master Rune of ImprisonmentI Rune — Spell R Locked (does not untap as normal).
    T, EEE: You activate runes on a target you can touch (in combat, the target must be afflicted by any condition or the rune will not hold). Target is Paralyzed.
    Q: Hold the rune and do not move for 3 days.
    Touch 6/764
  • Memory Lapse1BRR Perdo — Mentem, Vim U Cost: T, 1 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Curse.
    You attempt to counter a single target spell and (temporarily) trap it in {a crystal}. Make a Warding vs. Magic test. If successful, the spell has no effect and its owner cannot cast it again until you stop sustaining Memory Lapse. On a critical success, the effect lasts until the end of the current lunar phase and need not be sustained. In any case, if the focus is destroyed, the effect immediately ends.
    Eri phar phesta... um, phistor... er, phistara... 5/10 573/764
  • Memory Lapse1BRR C
    574/764
  • Metal Scream1GGW Creo, Muto — Imaginem, Terram U Cost: 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Geomancy, Illusion, Shout, Song.
    Target: Individual (can be extended to affect a group).
    You grimace and mouth horrible screams while weaving the thread to this spell. Make a Magic vs. Warding test. If successful, the spell makes every piece of metal on the target’s body scream with an eerie, shrieking wail, causing the target to become Intimidated. On a critical success, a single item (of your choice) held or worn by the target must make a Very Hard (18) Durability test or it screams itself into pieces.
    20/50 575/764
  • Mighty Torrent of WaterUUU C
    151/764
  • Mighty Torrent of WaterUUU Creo — Aquam U Cost: 5 AP, di, fo, rh.
    Duration: Instant (can be extended to sustained).
    Keywords: Hydromancy, Cryomancy.
    Target: Line, 1 pace wide and 5 paces long (length or width can be extended).
    • Freezing ([Cups]: target is stunned).
    • S Trip ([Court, Swords]: target is knocked down).
    With {a source of water} in your aura (5 paces) you point your outstretched palm towards your target, sending out a line of water. Make a Magic vs. Block, Dodge test (affects everyone in the area of effect). If successful, you inflict O Physical Damage (reduced by physical armor) and push your target back O paces. On a critical success, increase both effects to X (but you do not inflict an injury).
    If a target defends, they must move out of the area of effect (as indicated by the active trump).
    If you extend (and sustain) this spell, you can choose a different area of effect for the spell every turn.
    Line 150/764
  • Mind DaggerRR Perdo — Mentem U Cost: 6 AP, rh.
    Duration: Instant.
    Keywords: Psionic (can be slotted with H/RH/R).
    You whip your arm, as if throwing a dagger. Make a Magic vs. Warding test. If successful, you inflict X Magic Damage (reduced by mystic armor).
    R or H/R: Mind Dagger gains Limit Break (set a single combat pool to 7 until the end of your next turn).
    5/10 329/764
  • Mind Wipe3RR Rego — Mentem R Cost: 6 AP, rh.
    Duration: Instant.
    Target: Individual (can be extended to affect a group at the cost of R per extra target).
    You reach out with your arm towards the mind of your target. Make a Magic vs. Resistance test. If successful the target loses 7 Action Points for its next round of combat (it forgets what it was doing). On a critical success, the target becomes Confused.
    5/10 330/764
  • Mirror Facade1WWB C
    576/764
  • Mirror Facade1WWB Creo, Muto — Corpus, Imaginem U Cost: T, 6 AP, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Blessing, Mirror.
    You look into {a mirror} in your aura (5 paces). Your skin briefly turns golden as you pour illusionary power from the Mirror World into your pattern. Make a Hard (16) Magic test. If successful, you return to your most pristine form (you retain only your fatigue, any conditions, injuries or wounds are “paused”, returning only when the facade breaks). If you fail, you Risk D (on G).
    You retain your own abilities and dice pools, but you cannot cast spells while in a Facade. You have:
    W: Limit Break (set a single combat pool to 7 until the end of your next turn) while in the Facade.
    A Facade has Death Threshold 6 (9 on a critical success) and breaks when this is exceeded. It can be dispelled.
    Self 577/764
  • Mirror Image1WWB Rego — Corpus, Imaginem S Cost: 1 AP, rh.
    Duration: Instant.
    Keywords: Mirror.
    Mirror Image counts as an alternative Defense test (you cannot defend again if it fails), and cannot be cast if all adjacent squares are occupied.
    Make a Hard (16) Warding test when an opponent physically attacks you. If successful, your form shatters (like a mirror), revealing that your opponent attacked a Mirror Image, not you (the attack misses you, but automatically hits and destroys the image) and you appear, unharmed, in a random adjacent, unoccupied square. On a critical success, you create a second Mirror Image (that is unaffected by the attack, but must be sustained) adjacent to your new location.
    !egamI rorriM s’ti yeh hO. Self 762/764
  • Mirror Image1WWB C
    578/764
  • Mirror PrisonDWBR Rego — Imaginem, Mentem, Vim U Cost: T, 10 AP, fo, rh, vb.
    Duration: Permanent.
    Keywords: Mirror.
    You touch {a large, standing mirror} and shift it so a single humanoid target can see their reflection. Make a Magic vs. Warding test. If successful, you imprison the target’s spirit in the Mirror World (the body is possessed by a mirror thing). On a critical success, the mirror thing will obey your commands (for a while). The effect ends when the focus is broken. If you fail, the mirror thing is displeased and will attack you at some later time.
    Sight 579/764
  • Mirror Universe2WBBR Muto — Corpus, Imaginem, Mentem, Vim R Cost: T, 6 AP, rh, vb, W.
    Duration: Permanent.
    Keywords: Mirror.
    Make a Magic vs. Warding test. If successful, you swap Fatigue and Wounds with a single humanoid target. On a critical success, you may also swap a single Injury. If you fail, you Risk D (on G, mirror corruption).
    5/10 580/764
  • Moakh Sign1UU Intellego — Aquam C Cost: T, 1 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Advantage (free reroll) for Sailing tests.
    Make a Normal (14) Magic test. During aquatic combat, you may Limit Break (set a single combat pool to 7 until the end of your next turn) any combat test. On a critical success, this combat test also has Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn).
    Self 152/764
  • Monstrous MantleWWW Creo — Imaginem U Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Illusion.
    You make snarling and growling sounds, mimicking the attacks of a violent monster, then touch the target. Make a Hard (16) Magic test. If successful, two helices of light form around the target, rotating to spin out the form of a monster within two sizes of your natural size (the target retains only her or his fatigue, any conditions, injuries or wounds are “paused”, returning only when the facade breaks).
    You retain your own abilities and dice pools, but you cannot cast spells while in a Facade. You can pretend to have the abilities of the monster, but don’t actually have them. You have:
    • Advantage (free reroll) for Attack/Defense tests.
    • Illusionary ([Arcana]: attack is disbelieved, has no effect). If this triggers, it ends the Facade.
    A Facade has Death Threshold 6 (9 on a critical success) and breaks when this is exceeded. It can be dispelled.
    Self/Touch 77/764
  • Monstrous MantleWWW C
    78/764
  • Mortal CoilBB Perdo — Vim C Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Target: Individual (can be extended to affect a group).
    Make a Normal (14) Magic test. If successful, inflict F to a servant. If that kills it, draw a Trump from the Fate Deck. On a critical success, inflict an additional F.
    5/10 252/764
  • Move on Through2U/BU/BU/B Rego — Aquam, Vim U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Teleport.
    You nod your head at a moving target and make a mocking bow. Make a Magic vs. Warding test (if the target moved four or more paces, you have advantage). If successful, the target must continue moving the next round in the same direction and at the same speed. On a critical success, the target must immediately move again, giving up all their remaining Action Points to do so.
    10/20 733/764
  • Murder of Crows1UUU Creo, Rego — Animàl U Cost: 6 AP, fo, rh, vb.
    Duration: Instant (scene, cannot be extended).
    Keywords: Curse, Avian.
    • Blinding ([Swords]: target is blinded).
    • Razor ([Cups]: target is bleeding).
    You send {a crow or raven} against a single target, conjuring a dozen more furious birds. Make a Magic vs. Block, Dodge test (if your target is undead, you have advantage for this test). If successful, you inflict X Physical Damage (reduced by physical armor). Successful or not, the birds harass the target until the end of the scene, increasing the Movement Point cost of each square by 1.
    20/50 153/764
  • Nature’s Bane1GG Muto — Herbam U Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Hard (16) Magic test. If successful, the weapon must make a Hard Durability test, and has the Murderous (critical success on 4+) trait against plants and “if you miss, this carries over to your next attack”.
    Touch/5 382/764
  • Neptune’s Wrath9UUU Rego — Aquam M Cost: 1 week, fo, rh, vb, UUUUUU.
    Duration: Special.
    Keywords: Hydromancy, Ritual (requires that you perform a short ritual at twilight).
    Casting this spell is sure to be noticed, as strange phenomena will occur (such a fish jumping into boats, sudden storms, etc...) as the water grows restless following the start of the ritual.
    You must sacrifice {a powerful water elemental} to cast Neptune’s Wrath. Make an Impossible (22) Magic test. If successful, a gigantic wave is created in a very large body of water. The wave, which is “only” 20 feet high, but several miles wide (depending on how far you can see), is capable of capsizing ships, smashing and drowning people near shore and utterly destroying coastline communities.
    U: The cost of Neptune’s Wrath is reduced by one day (but never less than a day).
    UUU: Neptune’s Wrath has S Limit Break (set a single combat pool to 8 until the end of your next turn).
    Sight 155/764
  • Neptune’s Wrath9UUU C
    154/764
  • Netherwalk3BR C
    581/764
  • Netherwalk3BR Rego — Mentem, Vim R Cost: T, 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Nethermancy, Teleport.
    You tear a hole in reality, exposing yourself (and your home) to its dangers. Make a Very Hard (18) Occult Magic Navigation test (you have advantage if you have a link to where you want to go, or disadvantage if you don’t). If successful, you can physically traverse magic zones (like piercing the veil), break into (or out of) a pocket realm or simply enter (or exit) astral space. On a critical success, the Action Points you spent on this spell are refunded and you act before anyone (or anything) when you arrive at your target location. If you fail, you Risk D (on U, equal chance of lost in time and space, netherworld corruption or the mists).
    E: Take an additional target with you on your “walk” (this is considered a targeted spell effect).
    B/R: You Q Netherwalk.
    First rule of astral space: there are no rules. Touch 582/764
  • Netherworld BoltWB Rego — Corpus, Imaginem C Cost: 7 AP, di, rh.
    Duration: Instant.
    Keywords: Nethermancy.
    • Blinding ([Swords]: target is blinded).
    • Strain (costs F instead of E).
    You draw blood ink from your own body, hurling it at a single target. Make a Magic vs. Block, Dodge test. If successful, inflicts X Magic Damage (reduced by mystic armor).
    Multiple bolts may cause D. 10/20 583/764
  • Netherworld Darkness3BBB C
    253/764
  • Netherworld Darkness3BBB Perdo — Imaginem, Vim R Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Nethermancy.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    You draw a bit of darkness from the netherworlds, then command it to billow and expand. Make a Very Hard (18) Magic test. If successful, the darkness fills the area of effect (which is stationary and extends to astral space). On a critical success, the darkness is Dependable (advantage for durability and save tests). If you fail, you risk D (netherworld corruption).
    The darkness makes everyone, except the caster and everyone he or she names, inside it effectively Blinded, with no chance to prevent or recover from the condition while in it. In addition, you and all allies may spend E (once) to make a Very Hard (18) Willpower test. If successful, Limit Break (set a single combat pool to 7 until the end of your next turn). If not, Risk D (on B, netherworld corruption).
    Touch/5 254/764
  • Netherworld EscapeDWWB Muto — Imaginem, Corpus U Cost: T, 0 AP, rh, vb.
    Duration: Instant.
    Keywords: Nethermancy.
    Make a Hard (16) Warding test when an opponent injures you. If you succeed, your form dissolves into ink and the Injury is prevented. Netherworld Escape removes you from the current scene, as you make your escape through astral space (some creatures may be able to attack your astral form). On a critical success, an Ink Samurai servant takes your place in the scene.
    Self 584/764
  • Netherworld FacadeDWWW Creo, Muto — Imaginem U Cost: T, 6 AP, fo, rh, vb.
    Duration: Sun (can be extended to sun).
    Keywords: Blessing, Nethermancy.
    You use {any type of ink} to draw a disguise over yourself. Make an Hard (16) Magic test. If successful, you assuming the identity of someone (or something) else within two sizes of your natural size (you retain only your fatigue, any conditions, injuries or wounds are “paused”, returning only when the facade breaks). If you fail, you Risk D (on G).
    You retain your own abilities and dice pools, but you cannot cast spells while in a Facade. You can copy a single ability of your disguise (or two on a critical success), but the identity is only semi real, so it has certain limitations (apply logic and restraint). You also have Advantage (free reroll) for something your assumed form is good at.
    A Facade has Death Threshold 6 (9 on a critical success) and breaks when this is exceeded. It can be dispelled.
    Self 79/764
  • Netherworld Facade DWWW C
    80/764
  • Netherworld LimbDWWB C
    585/764
  • Netherworld LimbDWWB Creo — Corpus, Imaginem U Cost: 10 minutes, fo, rh.
    Duration: Sun (can be extended to moon).
    Keywords: Blessing, Nethermancy.
    You draw {roiling mist from the netherworlds} and weave it about a missing limb. Make a Hard (16) Magic test. If successful, you weave a shadowy limb of netherworld stuff onto the target.
    The limb functions almost as well as a normal limb, but not quite (it itches and twitches). It is Vulnerable (injury threshold is halved) and will be destroyed if it suffers any Injury. Concealing the abnormal nature of the limb is Hard (16). It can be slotted on the “Equipment — Weapons” page.
    Unarmed attacks with the limb have Blinding ([Swords]: target is blinded), but can have no other triggered abilities.
    You allow others to weave your world. It’s almost as if you don’t have control of yourself. Touch 586/764
  • Netherworld RecoveryBB Creo — Corpus U Cost: T, 1 AP, rh, vb, B.
    Duration: Instant.
    Keywords: Nethermancy.
    Target: Individual (can be extended to affect a group).
    You give a fierce boost to the life force of a single humanoid target in your aura (5 paces). Make a Normal (14) Magic test. If successful, the target immediately gets a free Recovery test. On a critical success, he or she makes the test with Advantage (free reroll) and you Q Netherworld Recovery.
    5/- 255/764
  • Ninth Symphony2GW Perdo — Imaginem, Terram U Cost: T, 6 AP, rh, vb.
    Duration: Instant.
    Keywords: Song.
    Target: Individual.
    Make a Music Magic vs Durability (of the targeted weapon in question) test. If successful, the resonance of your song shatters the weapon. If Mana was needed to attune the shattered weapon, you may make a Magic test to gather one Mana of any type that the weapon required.
    Alle Menschen werden Brüder... 5/10 587/764
  • No EscapeBBB Perdo — Vim U Cost: 1 AP, rh, vb, Discard {any Trump}.
    Duration: Instant.
    Keywords: Fate.
    • Untraditional (cannot be affected like a normal hermetic spell).
    When a character (or the GM) discards a Trump to reroll, you can react with No Escape. Make a Hard (16) Magic test. If successful, the discarded Trump has no effect. On a critical success, the character cannot use Trumps until the end of your next turn (in case of the GM, this only applies to one specific character).
    They come to me seeking knowledge, but instead they find death. They ask after their fate. For themselves, for those they love. I gave mercy to some, and I damned others with vision. The Web of Fate drives men to madness. They will walk all its threads to find their meaning, only to discover there is no escape. 10/20 256/764
  • No EscapeBBB C
    257/764
  • Notice NotR/WR/W Rego — Imaginem, Mentem C Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You quietly touch the target of this spell. Make a Normal (14) Magic test. If successful, the target is less likely to be noticed and has Advantage (free reroll) for Stealth tests. On a critical success, the target is also Skilled (+1 die) for Stealth tests.
    Touch/5 734/764
  • Ocean's Mighty Wave1UUU Rego — Aquam U Cost: 7 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Hydromancy.
    Target: Line (5 paces wide, 2 paces high) that travels from you to the end of the spell range.
    With a sweep of your arms, you call forth a mighty wave from {a source of water}. Make a Hard (16) Magic test. If successful, the wave carries off everyone in the area of effect (depositing them at the end of the spell range) unless they make a Very Hard Quickness test. Those moved are also Knocked Down unless they also make a Very Hard (18) Strength Swimming test. On a critical success, increase the difficulty to avoid or resist the effects by one level (+2).
    10/20 156/764
  • Of Dragons and DestiniesRG Muto — Mentem, Terram C Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Keywords: Fate
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Normal (14) Magic test. If successful, the weapon has the Damage +2 (roll two extra damage dice) and Destined (free redraw of Trump) traits for its next attack.
    Touch/5 588/764
  • Of Fire and IceGU/R Muto — Aquam, Ignem, Terram C Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Keywords: Pyromancy, Cryomancy.
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Normal (14) Magic test. If successful, the weapon has the sv Flaming ([Court, Wands]: target is burning) trait for its next attack and the Freezing ([Cups]: target is stunned) trait for the attack after that.
    Touch/5 735/764
  • Of Heart and Faith2BR Rego — Mentem, Vim U Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Normal (14) Magic test. If successful, the weapon has the S Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated) trait for its next attack and the Stifling ([Wands]: target is stifled) trait for the attack after that.
    Touch/5 589/764
  • Of Light and ShadowGW Muto — Auram, Imaginem C Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Keywords: Nethermancy, Faith
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Normal (14) Magic test. If successful, the weapon has the Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn) and Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn) traits for its next attack.
    Touch/5 590/764
  • One Vision2WB Muto, Rego — Imaginem U Cost: T, 7 AP, rh, vb.
    Duration: Sun (cannot be extended).
    Keywords: Blessing, Divination.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You gently touch your eyelids. Make a Hard (16) Magic test. If successful, the targets can see into the astral plane and the physical plane simultaneously (which can get confusing), with a range of 10 paces. In addition, the spell grants Advantage (free reroll) against any ability or spell that targets your eyes, can (potentially) cause blindness or has “range: eye”. On a critical success, you can concentrate [1AP] to see through the eyes of anyone affected by One Vision, no matter the distance between you (only the caster can do this).
    Touch/5 592/764
  • One Vision2WB C
    591/764
  • One with the Ocean2WU C
    594/764
  • One with the Ocean1WU Muto — Aquam, Imaginem C Cost: T, 10 minutes, rh, vb.
    Duration: Sustained.
    Keywords: Hydromancy, Blessing.
    Target: Individual (can be extended to affect a group).
    Make a Very Hard (18) Magic test. If successful, the target becomes very hard to detect. All Perception tests against the target are Impossible (22) while surrounded by water (for example in the rain). On a critical success, this effect will even work in humid environments without the need for visible water. Each time you attempt any attack, the difficulty to detect you decreases by 2.
    T: Reroll a Stealth or Swimming test.
    Touch 593/764
  • Open The Graves3BBB Muto, Rego — Corpus, Vim R Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse, Necromancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You throw a veil of enchantment over a bounded area. Make a Very Hard (18) Magic test (if there is a group of dead bodies nearby, you have advantage). If successful, every creature that dies in the area rises as a zombie. On a critical success, if in a graveyard, an extra zombie rises at the end of each round.
    Self 258/764
  • Open/Seal PortalI C
    7/764
  • Open/Seal PortalI Ritual U Cost: 10 minutes, lhrh, vb
    or 10 AP, lhrh, vb, but with disadvantage.
    Duration: Instant.
    Keywords: Ritual (requires that you perform a short ritual at twilight).
    This is a simple ritual (not a spell) that allows you to open a sealed magical portal, or seal an open portal (including tears in reality). Think of it as a lock[pick set] for a magical portals.
    Make an Occult Astronomy vs. {Magnitude} +12 test. If successful, the portal is sealed or unsealed (most will automatically close after 10 minutes). If you fail, you cannot attempt to open or seal the portal again until twilight. Some portals may have additional defenses or requirements (many require mana to be powered up), which you can determine through this ritual.
    The GM will determine the Magnitude [1-12] of the portal.
    The Waystones (Magnitude 2) are relatively common across the Valley, and allow Magi to travel a week’s distance in a single day. Touch 8/764
  • Pacifism1RRR Rego — Mentem U Cost: T, 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Enchantment.
    Target: Two (affects exactly two targets).
    You weave a soothing enchantment over two humanoid targets in your aura (5 paces). Make a Magic vs. Warding test. If successful, the targets that didn’t defend cannot attack, although he or she can act normally otherwise. On a critical success, if you haven’t drawn a Trump from the Fate Deck this round, draw one (do this only if at least one target became enchanted).
    5/- 331/764
  • Pain1BBR Perdo — Corpus, Mentem U Cost: 6 AP, rh, vb.
    Duration: Instant (can be extended to sustained).
    Keywords: Necromancy.
    You snap your fingers and point at a single target. Make a Magic vs. Warding test. If successful, the target is Nauseated due to extreme pain. On a critical success, the spell’s duration is automatically extended (if you spent anything to extend the spell, this is refunded), and sustains itself for free (when the target is no longer nauseated, the spell will automatically attempt to affect the target again at the start of each of your turns) until the end of the scene. The target may also use Willpower to end Nauseated (instead of only toughness).
    5/10 596/764
  • Pain1BBR C
    595/764
  • Panic of the Trembling HeartRR Creo — Mentem C Cost: T, 7 AP.
    Duration: Sun (can be extended to moon).
    Keywords: None.
    Target: Individual (can be extended to affect a group).
    • Concealable (disadvantage to find this item).
    You glance at a single humanoid target. Make a Magic vs. Warding test. If successful, you create an overpowering fear of a specific object, person or place in the target (if the target cannot or refuses to act appropriately, inflict penalties similar to shaken to represent the fear). On a critical success, the target also discards a Trump from her or his hand.
    R: You Q Panic of the Trembling Heart.
    Of all other living creatures, elephants cannot abide a mouse or a rat. Sight 333/764
  • Panic of the Trembling HeartRR C
    332/764
  • Paper MessengerGG C
    384/764
  • Paper MessengerGG Rego — Herbam C Cost: 10 minutes, fo, rh, vb.
    Duration: Moon (can be extended to year, but why would you?).
    Keywords: Atramentus, Ritual (requires that you perform a short ritual at twilight).
    You fold {two pieces of paper} into bird shapes. Make a Normal (14) Magic test. If successful, you keep one bird, and the other one flies off to find a single target you specify. The origami bird is remarkably good at tracking (8 dice), and travels about 10 kilometers per hour (or ten times that if it perfectly knows where to go an need not search). If (or when) it reaches its intended target, both birds unfold back to a sheet of paper and you can converse with the target through writing (you can also draw maps, etc...). On a critical success, the bird has Advantage (free reroll) for Tracking.
    Once a page is full, the spell ends.
    Touch 383/764
  • Parma Magica4 C
    9/764
  • Parma Magica4 Ritual U Cost: 10 minutes, rh, vb.
    Duration: Sun.
    Keywords: Ritual (requires that you perform a short ritual at twilight).
    Range: Self.
    This is a special ritual (not a spell) that focuses magical energies into a shield around you to protect from magical attacks. Since it is not a spell, it cannot be affected like a spell (dispelled, etc...).
    No test is needed to activate your Parma Magica.
    You have a Magic Save of 4+ (before defense, roll 4 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). If you know all the Techniques of the spell trying to affect you, you have Advantage (free reroll) for this test.
    Whenever your Parma succeeds in protecting you from intruding magics, it gives you an immediate sense that magics have been repelled. You do not know what type of magic is repulsed, nor its source. If it fails to repel the attack, your Parma gives you no indication you have been attacked.
    Self 10/764
  • Parma Mythica5 C
    11/764
  • Parma Mythica5 Ritual R Cost: 10 minutes, rh, vb.
    Duration: Sun.
    Keywords: Ritual (requires that you perform a short ritual at twilight).
    Range: Self.
    This is a special ritual (not a spell) that focuses magical energies into a shield around you to protect from magical attacks. Since it is not a spell, it cannot be affected like a spell (dispelled, etc...).
    No test is needed to activate your Parma Mythica.
    You have a Magic Save of 2+ (before defense, roll 2 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). If you know all the Techniques of the spell trying to affect you, you have Advantage (free reroll) for this test.
    Whenever your Parma succeeds in protecting you from intruding magics, it gives you an immediate sense that magics have been repelled. You do not know what type of magic is repulsed, nor its source. If it fails to repel the attack, your Parma gives you no indication you have been attacked.
    Self 12/764
  • Parting the Waves1UUU C
    158/764
  • Parting the Waves1UUU Rego — Aquam U Cost: 10 AP, fo, lhrh, vb.
    Duration: Sustained.
    Keywords: Abjuration, Hydromancy.
    Range: Sight (approximately a mile).
    You throw up your arms in a “V” shape while your feet touch {a body of water}. Make a Very Hard (18) Magic test. If successful, the spell parts the water, revealing a dry patch 5 paces wide along the bottom. On a critical success, you can sustain the spell for free.
    Beneath the crashing waves lies an ocean of secrets waiting to be explored. Sight 157/764
  • Path HomeRW C
    597/764
  • Path HomeRW Intellego — Imaginem, Mentem C Cost: T, 10 AP.
    Duration: Sun (can be extended to moon).
    Keywords: Divination.
    You close your eyes, envisioning the last place where you slept. Make a Normal (14) Magic test. If successful, the spell creates astral indicators that show the “way home”, no matter how lost you are. On a critical success, you get a general sense of potential danger on the path you travel, giving you Advantage (free reroll) for Ambush tests.
    Path Home can be used to traverse magic zones, making it useful to escape from traps laid by supernatural creatures (like faeries).
    For example, your path home may be a set of red lanterns hung on the trees for the forest you have to walk through. Self/Touch 598/764
  • Pauper’s PurseWW Muto — Imaginem C Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion.
    While casting the spell, you flip {a copper coin} in the air and catch it. Make a Normal (14) Magic test. If successful, the spell makes your purse seem plentiful, giving you Advantage (free reroll) for Wealth tests when you try to purchase something (not because you are richer, but because you appear richer, people will be more eager for your patronage). On a critical success, you are also Skilled (+1 die) for Wealth tests.
    You cannot actually pay with the illusionary coins from a Pauper’s Purse, the risk of detection is too high, but you can certainly bluff your way into receiving services while promising payment later.
    Self 81/764
  • Pauper’s PurseWW C
    82/764
  • Perimeter AlarmWW C
    83/764
  • Perimeter AlarmWW Intellego, Rego — Imaginem C Cost: Varies, fo, rh, vb.
    Duration: Sun (can be extended to moon, although this may not be very useful).
    Keywords: Illusion, Divination.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You walk the perimeter of the area you want to ward, holding {a small bell}, then stand in the center of the area to cast the spell. Make a Normal (14) Magic test. If successful, the spell creates a thaumathurgic ward [Durability: 4, Perception: 8] that is Very Hard (18) to spot and will detect any creature crossing into a perimeter defined by the spell. Whenever a creature or character physically crosses the line, the spell automatically detects this (no amount of stealth will defeat the ward), although the caster may set the alarm to ignore creatures under a specified size. Attempts at astral intrusion must make Stealth vs. Perception test against the ward. When triggered, the bell rings out clearly to every person who was within the area when the spell was cast. Any others present will not hear it. Dispelling the ward is possible, but will alert the caster (if awake). On a critical success, the ward is Dependable (advantage for durability and save tests).
    Touch 84/764
  • Personal SanctuaryWUB Muto — Aquam, Auram, Corpus U Cost: T, 10 AP, fo, rh, vb.
    Duration: Sustained (can do this while sleeping).
    Keywords: Circle, Ritual (requires that you perform a short ritual at twilight).
    You enhance {a campfire or small structure} for the purposes of easing the injured. Make a Very Hard (18) Magic test. If successful, you or any ally spending the night sleeping in the circle (5 paces) can count it as a full day of resting for the purposes of healing injuries. This can however drain the caster physically. Even if not successfully cast, there is the possibility the caster becomes Disoriented (on B). This condition cannot be prevented or removed until the end of the day.
    Self 599/764
  • Phantasmal Venom1UUB Rego — Animàl, Vim U Cost: 5 AP, rh, vb, di, U.
    Duration: Instant.
    Keywords: Summoning, Serpentine.
    You gather the ghosts of perished serpents, and launch them towards a single target (cannot be extended). Make a Magic vs. Block, Dodge test. If successful, you inflict O physical damage and the target becomes Silenced. This is a Sustained effect. On a critical success, this attack also gains Poisonous ([Cups]: target is poisoned).
    5/10 600/764
  • Phase Out1UBB C
    601/764
  • Phase Out1UBB Rego — Vim U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Teleport.
    Phase Out counts as an alternative Defense test (you cannot defend again if it fails).
    You teleport away just when someone makes an attack against you. Make a Hard (16) Magic test. If successful, you teleport (make a random movement roll) and roll 1d6 (to determine how far you travel). On a critical success, roll and keep a bonus die (to determine range).
    Phase Out only allows horizontal movement, not vertical movement. If you would teleport into an occupied square, you don’t move at all and Risk D (lost in time and space).
    U/B: You Q Phase Out.
    Self 602/764
  • Piercing Bolts of Burning2RRR Creo — Ignem R Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Pyromancy.
    Penetration: 1 (ignore one point of armor).
    • Double Action ([extra pair]: remise attack against the same target).
    • Flaming ([Wands]: target is burning).
    • Penetrating ([extra pair]: bonus penetration).
    You conjure and hurl sharp, fiery missiles at a single target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Fire Magic Damage (reduced by mystic armor).
    10/20 334/764
  • Piercing Bolts of Burning 2RRR C
    335/764
  • Piercing NoteWW Creo — Imaginem C Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Song.
    • Penetrating ([extra pair]: bonus penetration).
    • Impressive ([Cups]: target is shaken).
    Your song projects a disorienting note towards a single target. Make a Magic vs. Resistance or Dodge test (target’s choice). Target has disadvantage if dodge is chosen. If successful, you inflict X Physical Damage (reduced by physical armor).
    W: Piercing Note gains Penetration: 2 (ignore two points of armor). This can be activated multiple times for additional Penetration.
    5/10 85/764
  • Piercing Shaft of WoodGGG Muto, Rego — Herbam U Cost: 6 AP, di, fo, vb.
    Duration: Instant.
    • Astounding (can use four of a kind for free).
    • Penetrating ([extra pair]: bonus penetration).
    • Pinning ([Pentacles]: target is pinned).
    You need {a quarterstaff} to cast this spell, which you send hurtling at a single target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Physical Damage (reduced by physical armor).
    20/- 385/764
  • Pilum of FireRRR Creo — Ignem U Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Pyromancy.
    • Accurate (+1 attack die, up to 6).
    • Flaming
    ([Wands]: target is burning).
    You conjure and hurl a spear of fire at a single target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Fire Magic Damage (reduced by mystic armor).
    10/20 336/764
  • Pink LightningDWU/B Creo, Muto — Auram, Corpus U Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Alien, Aeolomancy.
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • Inaccurate (-1 attack die).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    Make a Magic vs. Warding test. If successful, inflict X Thunder Magic Damage (reduced by mystic armor). On a critical success, inflict no damage: the target makes a Mutation test (this is considered a non-directed targeted spell effect).
    10/20 736/764
  • Pit of the Gaping EarthGGG C
    386/764
  • Pit of the Gaping EarthGGG Muto — Terram U Cost: 7 AP, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Geomancy, Trap.
    Target: Square (affects a 2x2 paces area).
    You gather some {dirt} in the palm of you hand, creating a small well in the middle with your index finger. Make a Hard (16) Magic test (if the ground you target is solid stone, you have disadvantage). If successful, the dirt in the area of effect quickly recedes into the earth, leaving a pit three paces deep.
    Characters standing on the target area must make a Hard (16) Trap test to avoid falling into the pit (which inflicts 1d6 F, no armor), and climbing out requires a Hard Recovery Test with Agility ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends). On a critical success, both tests are Very Hard (18) instead and the pit has jagged spikes on the bottom and is Skilled (+1 die) for the falling damage test.
    When the spell end, the pit slowly fills up again (anything in it rises to the surface).
    5/10 387/764
  • Plant FeastGGG C
    388/764
  • Plant FeastGGG Muto — Herbam U Cost: T, 10 minutes, fo, rh, vb, G.
    Duration: Sustained (can be extended to sun).
    Keywords: Ritual (requires that you perform a short ritual at twilight).
    Range: Touch.
    Requirements: Plant Feast violates the traditional laws of magic and is therefore Impossible (22) to learn (if you fail, you can never try again).
    You need {three living plants}, no matter how scrawny, to cast this spell. Make a Hard (16) Magic test. If successful, the spell converts that meager material into a (vegan) feast. The result of your test minus 14 determines how many number of nourishing meals the spell produces.
    Each meal has the following parts: appetizer, soup, salad, bread, entrée and dessert. All meals are identical. You can only create items you have tasted within the last year, a good excuse to eat excessively on occasion while in civilization. The food created by this spell must be eaten during the spell’s duration. Food not eaten vanishes the instant the spell expires.
    T: Once per session, when you gather G, you gather GG instead (the second G does not count towards your Gathering Limit).
    Touch 389/764
  • Psychic Barrier4H/BH/R Psionic — Power R Cost: 5AP, rh.
    Duration: Sustained (cannot be extended).
    H/R: You make a circular motion with your arms, using telepathic energy to surround yourself with a psionic barrier that disrupts magic and thought itself. Make a Very Hard (18) Willpower test. If successful, you and allies in your aura (5 paces) have Defensive Advantage (free reroll or replace) against psionic attacks and a Magic Save of 4+ (before defense, roll 4 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you) as long as you sustain this effect. On a critical success, produce H/B (lasts until the end of the scene).
    Aura 699/764
  • Psychic PuppetryH/WH/RH/R Psionic — Power U Cost: 6AP, rh.
    Duration: Sustained.
    You use telekinetic force to manipulate a single willing target (like a corpse) in your aura (5 paces). Make a Very Hard (18) Willpower test. If successful, the target is animated into life. While sustained, it becomes a Servant (threat rating 5) without Injury Threshold and a Death Threshold of 6. Its traits depend on the original target. On a critical success its Death Threshold is increase to 8.
    Aura 700/764
  • Puddle DeepUUU Muto — Aquam, Terram U Cost: 6 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Hydromancy, Trap.
    While casting this spell, you must touch a {shallow puddle}. Make a Hard (16) Magic test. If successful, the spell drastically increases the depth of a puddle (10 paces) within range of the puddle you touch.
    Characters standing on the target puddle must make a Hard (16) Trap test to avoid falling into the puddle, and climbing out requires a Hard Recovery Test with Agility ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends). On a critical success, both tests are Very Hard (18) instead.
    Anything still in the puddle when the spell expires finds itself in the original puddle, with its original depth. The water “created” with Puddle Deep cannot be used to quench thirst and cannot be stored for later use.
    10/20 160/764
  • Puddle DeepUU C
    159/764
  • Purify WaterUU C
    161/764
  • Purify WaterUU Muto — Aquam C Cost: 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Hydromancy.
    You smear a drop of the water to be purified on your lips while casting this spell. Make a Normal (14) Magic test. If successful, you can purify up 1d6 liters of water. On a critical success, you can purify an additional 1d6 liters.
    Purify Water may also be used to purify a beverage that has a large water content, such as wine, juice, beer or milk and will destroy mundane poisons (magical poisons get a chance to resist). If you extend the range of the spell, Purify Water will destroy all poisons within 5 paces of you.
    Touch/5 162/764
  • Quen SignBB Creo — Vim C Cost: T, 1 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    You attempt to ward off a physical attack. You may use your Magic pool for a defense test that counts as a Block test. The defense test has Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn).
    Self 259/764
  • QuenchUB Rego — Aquam, Vim C Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Hydromancy.
    You attempt to counter a single Ignem spell with a wave of blueish mana. Make a Warding vs. Magic test. If successful, the spell has no effect.
    Alternatively, Quench may be cast against a single Burning target. Make a Normal (14) Magic test. If successful, your target immediately gains a free Recovery test, which can be used only to end Burning.
    On a critical success, Q Quench.
    5/10 604/764
  • QuenchUB C
    603/764
  • Quicken PaceU/BU/BU/B Rego — Aquam, Corpus U Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You quickly walk a circle, then touch the target of the spell. Make a Hard (16) Magic test. If successful, the target is Fleet (+1 mobility point, cumulative) and has Mobility +1 (an extra mobility point). On a critical success, the target also has Action Points [+1/9].
    Quicken Pace also increases overland movement speed by 15 to 30 percent, almost making a character travel as fast on foot as when mounted. It can be cast on mounts (and will so aid carts and carriages), but not on inanimate objects like ships or trains.
    Hiking is one of those things that you can only do when you have the determination in you. Or the assistance of a proper magus. Touch/5 737/764
  • Quicken PaceU/BU/BU/B C
    738/764
  • Rage Unbound2DRRR Rego — Mentem M Cost: 7 AP, fo, rh, vb, R.
    Duration: Sustained (can be extended to sun).
    Keywords: Alien, Curse.
    Your magic consumes the mental energy of {any object that was used in a murder} and you use it to curse a single target (the curse will work on most creatures, even mindless ones). Make a Magic vs. Warding test. If successful, the target will relentlessly attack any living being in sight as long as you sustain Rage Unbound and your relationship with Y’Shaarj improves. On a critical success, the effect lasts until the end of the current lunar phase. If you fail, you Risk D (on U).
    Those affected by the curse have one use of Offensive Advantage (free reroll or replace) in melee (every round) and each time they kill a humanoid victim, they draws a Trump from the deck (keeping it). This curse automatically ends when a victim has {Temperance} in their hand.
    Those killed by someone cursed with Rage Unbound rise as a fast zombie after 1d6 rounds.
    Carve more slowly, that I may feed.
    - Y’Shaarj
    10/20 337/764
  • Rage Unbound2DRRR C
    338/764
  • Rampart of EarthGGG Creo — Terram C Cost: 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Geomancy, Summoning.
    Target: Wall (a line up to 6 paces long, 3 paces high and 1 pace thick; anyone in the area gets a chance to move).
    Make a Hard (16) Magic test. If successful, a wall of packed dirt, with double normal thickness, rises out of the ground. On a critical success, double the height, length or thickness of the wall. If the terrain is not appropriate (for example, a sandy beach), this spell must be Sustained, or the wall will topple.
    The wall [Durability: 6] can be broken with some effort, but is Easy (12) to climb.
    Touch/5 390/764
  • Ray of EnfleeblementBB Creo, Muto — Corpus C Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Curse.
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • Flexible
    ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    You conjure and guide a stream of negative energy at a single target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Nonlethal (causes E instead of F) damage. On a critical success the target has Decrepitude (Strength) (You cannot roll more than 7 dice for Strength tests and always have Disadvantage). This is a Sustained effect.
    5/10 260/764
  • Razor Orb3GWW Creo, Rego — Auram, Terram R Cost: 7 AP, lhrh, vb, G/W.
    Duration: Instant.
    Keywords: Aeolomancy, Geomancy.
    • Spectacular (can use three of a kind for free).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Penetration: 2 (ignore two points of armor).
    • S Razor ([Court, Cups]: target is bleeding).
    You create an orb of quickly spinning winds, with razor sharp slivers of metal mixed in, and send it soaring towards a single target. Make a Magic vs. Block, Dodge test. If successful, inflict X Physical Damage (reduced by physical armor). A Razor Orb is hard to control, and dangerous. If you fail to cast this spell (but not if the target defends), it inflicts its damage on you.
    5/10 605/764
  • Razor Orb3GWW C
    606/764
  • Realm of the Spider Queen 1UUB Creo, Muto — Animàl, Vim R Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Enchantment, Arachnomancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle)
    You throw a veil of enchantment over the battlefield, causing webs to appear everywhere. Make a Hard (16) Magic test. If successful, all Arachnomancy actions cost 3 Action Points less (to a minimum of 1). On a critical success, this spell lasts until the end of the scene and need not be sustained.
    Self 607/764
  • ReforgeGU Creo, Rego — Animàl / Herbam / Terram C Cost: T, 1 AP, vb, rh.
    Duration: Instant (scene).
    Requirements: Forge Armor, Forge Blade.
    When an item fails a Durability test, you may immediately grant it a reroll, for which it is considered Skilled (+1 die). Reforge requires no spellcasting test, but you suffer E as if the new Durability test was a formulaic spellcasting roll. If successful, the item breaks, but then immediately mends itself, remaining intact until the end of the scene (it is not immune from further attempts to destroy it).
    If the item had the Magical type, it is not destroyed at the end of the scene, but permanently loses one Durability instead.
    Touch/5 608/764
  • Regain ControlWBR Rego — Vim U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Summoning.
    You can use this spell to regain control of a manifested servant that has escaped your control.
    No spellcasting test is needed to cast Regain Control, but you must succeed in an opposed Willpower test (which has complexity equal to the complexity of this spell) against your former servant. On a critical success, you are Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for the rest of the scene.
    Self 609/764
  • RelaxBBB Muto — Corpus U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Two (affects exactly two targets).
    You sit down (and relax) to cast this spell. Make a Hard (16) Magic test. If successful, the targets have Advantage (free reroll) for Recovery tests. On a critical success, the targets are also Skilled (+1 die) for Recovery tests and you get a free Stand Up, without provoking Opportunity Attacks.
    5/10 261/764
  • Release the Stygian Gyres 1BBB Creo, Muto — Corpus, Vim R Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Enchantment, Necromancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle)
    You weaken the veil between the worlds of the dead and the living. The winds carry with them the essence of the river Styx, doubling the range of all Necromancy spells and auras, and halving the range of all other spells and auras.
    Self 262/764
  • ReloadedG Rego — Terram C Cost: 0 AP, P, rh.
    Duration: Instant.
    Requirements: Powder Mage.
    Make a Normal (14) Magic test. If successful, the spell lowers the Action Point cost of your next Reload action by 7 points (allowing you to reload a pistol for free). On a critical success, double the effect (allowing your to reload a blunderbuss or musket for free).
    Self 391/764
  • Remove CurseBBB C
    263/764
  • Remove CurseBBB Perdo — Vim U Cost: 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Curse.
    You attempt to break a curse that you can see or sense (which is not always easy without triggering it). Make a Magic vs. {Curse Durability} test. If successful, you dispel the curse. On a critical success, you may attempt to learn the curse. If you fail, the curse becomes Invulnerable (cannot be broken or destroyed) for a year and a day, or it may have some other nasty defense mechanism.
    A risky spell, as it will extend the duration of most curses by a significant amount if you make a mistake. 10/20 264/764
  • Requiem for a Dream2WB Rego — Corpus, Imaginem U Cost: T, 6 AP, rh, vb.
    Duration: Sustained.
    Keywords: Song, Oneiromancy.
    Target: Individual (can be extended to affect a group).
    Make a Magic vs. Resistance test. Your song amplifies a need or longing in your victim, resulting in the Addicted condition while you sustain the effect. On a critical success, the effect lasts for 24 hours without the need to sustain this spell.
    T: Reroll a Resistance or Willpower test against poisons.
    Juice by Harry!
    Juice by Harry!
    10/20 610/764
  • Requiem for a DreamBBB C
    265/764
  • Restrain EntityY1WBR Rego — Imaginem, Mentem, Vim U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Spirit Magic.
    Restrain Entity has additional complexity: Y is equal to the spirit’s upkeep (if any). Should the spell’s complexity rise above six, you must pay mana for each additional point of complexity.
    You can cast this spell on a single spirit or undead creature. Make a Magic vs. Warding test. If successful, a brilliant reversed thaumathurgic circle of red light, lined with gold writing, encircles the spirit. The circle [Durability: 6] is rooted to the spot (and so is the spirit: it can take no actions and is forced to manifest). You can still communicate with the target if you have this ability and you wish to. On a critical success, the circle has Dependable (advantage for durability and save tests).
    The target can try to break out of the circle with a Magic vs. Durability test. The circle inflicts no damage to the prisoner, but if the target fails twice it cannot try again until twilight.
    T, E: Your circle has +1 Durability.
    T, B: Your circle has +2 Durability.
    5/10 611/764
  • Restrain EntityY1WBR C
    612/764
  • Rewind1WUB Rego — Aquam, Imaginem, Vim U Cost: T, 2 AP, rh, vb, E, technique.
    Duration: Instant.
    Keywords: Chronomancy.
    You reverse the flow of time for mere seconds in a very localized area. Make a Very Hard (18) Magic test. If successful, an ally within range can either reroll any non-spell test or redraw their damage Trump. On a critical success, you recover EE. If you rewind multiple times in the same scene, you might attract the attention of a Timekeeper.
    5/10 613/764
  • Ride The Lightning2WWW Rego — Auram R Cost: 7 AP, lhrh, vb.
    Duration: Instant.
    Keywords: Aeolomancy, Teleport.
    You point to your destination (anywhere you can see; both your current location and destination must be open to the sky) with one hand, then point to the sky with your other hand. Make a Very Hard (18) Magic Navigation test. If successful, lighting strikes you and the destination simultaneously, leaving your wizard’s mark on the ground in each location. You are immediately transported to the destination, but arrive disoriented and cannot act until the following round. On a critical success, you may immediately act as though you had not taken any actions yet this round. If you fail, you suffer X Thunder Magic Damage (reduced by mystic armor). Each time you cast Ride The Lightning, you gain Disadvantage (forced reroll) to cast it until twilight.
    W: An additional target in your aura (5 paces) is transported along with you (they run the same risk of being struck by lightning).
    Self 87/764
  • Ride The Lightning2WWW C
    86/764
  • Rimefire Bolt2UR Creo, Perdo — Aquam, Ignem U Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Cryomancy, Pyromancy.
    • Flaming ([Wands]: target is burning).
    • Freezing ([Cups]: target is stunned).
    You conjure both ice and fire, weaving them into each other before sending them towards your target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Cold and Fire Magic Damage (reduced by mystic armor). Always use the best damage type.
    10/20 614/764
  • Ritual of BindingI C
    14/764
  • Ritual of BindingI Ritual C Cost: 10 minutes, rh, vb.
    Duration: Instant.
    Keywords: Ritual (requires that you perform a short ritual at twilight), Summoning.
    This ritual (not a spell) allows you to form an Arcane Connection to an animal (even a mythic animal). It is strongly advised to prepare a thaumathurgic barrier before performing this ritual, so that you are protected from any potential harm the beast may attempt to inflict upon you (animals tend not to understand what you are doing, and their reaction to magic is often violent).
    No roll is needed to perform the ritual, although some Animal Handling or Occult tests may be warranted to avoid unexpected results (time, place and circumstances all influence this ritual greatly).
    Once an Arcane Connection has been made, you may later summon the animal through a Summon spell. Slot animals with an Arcane Connection upside down on your “Ally” page (you can’t have too many at once).
    Touch 13/764
  • Ritual of LightI C
    15/764
  • Ritual of LightI Ritual S Cost: 1 minute, lhrh, vb.
    Duration: Sustained.
    Keywords: Ritual (requires that you perform a short ritual at twilight).
    Range: Self.
    This is a simple ritual (not a spell) that focuses the energy of True Faith.
    You cup you hands together, palms up, and make a Hard (16) Magic test. If successful and you have True Faith, a small, bright light that does not produce heat appears. Except for illumination, this seems to have no discernible effect. On a critical success you can transfer the light to a candle or lantern, although the effect must still be sustained. However, whenever you spend A, believers of the light in your aura (5 paces, but remember true faith auras augment one another) all gain the benefit.
    The mechanics of this ritual are poorly understood, even by the faithful, as it produces no astral signature unlike other rituals. It is viewed with distrust by mages and witch hunters. 757/764
  • Ritual of SummoningI C
    17/764
  • Ritual of SummoningI Ritual C Cost: 10 minutes, rh, vb.
    Duration: Instant.
    Keywords: Ritual (requires that you perform a short ritual at twilight), Summoning.
    This ritual (not a spell) allows you to contact all kinds of spirits (from beyond the veil). It is strongly advised to prepare a thaumathurgic circle (or other barrier) before performing this ritual, so that you are protected from any potential harm the spirit may attempt to inflict upon you, or from something else slipping through the veil.
    No roll is needed to perform the ritual, although some Occult or Perception tests may be warranted to detect trickery. Bargaining with the spirit also requires separate tests.
    Once a service has been procured, the spirit can immediately take action, or you may later call the spirit to action through a Manifest spell. Slot spirits that owe you a favor upside down on your “Ally” page (you can’t have too many favors at once).
    Common spirits do not require a favor (or breaking of the veil) to manifest. Touch 16/764
  • Roots of the EarthBGG Rego — Corpus, Terram U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Geomancy.
    Make a Hard (16) Warding test. If successful, you prevent the Knocked Down condition (on yourself). On a critical success, you Q Roots of the Earth.
    T, G: Prevent Knocked Down on an ally in your aura (5 paces).
    My roots run deep into the hollow. Self 615/764
  • Rune LockI Rune — Spell U T, E: You activate runes on a closed container or door (anything that can open and close) until twilight. The runes make opening the object Impossible (22), and if anyone fails to do so, you are alerted. Touch 18/764
  • Rune of FetteringI Rune — Spell U Keywords: Trap.
    T, EE: You activate these runes on any vertical space (like a wall) which should reach at least 3 paces high. The runes will attract and trap ghosts in the surrounding area. Make an opposed test of the rune’s power (dice pool of 7) against the Resistance of the ghosts. It also renders them visible. Rune of Fettering becomes Locked (does not untap as normal). You can choose to Q it which will release the trapped ghosts.
    Touch 19/764
  • Rune of FortitudeI Rune — Spell C T, E: You activate a rune that grants you and allies in your aura (5 paces) Advantage (free reroll) for Recovery tests. The rune lasts for two rounds, then automatically fades. Touch 20/764
  • Rune of Hearth and HomeI Rune — Spell R T, EEE, Ritual (requires that you perform a short ritual at twilight): You activate runes on an archway of natural stone, creating a portal that leads to your home (an occult navigation test may be appropriate, depending on where you are). It remains active for two minutes. Touch 21/764
  • Rune of NegationI Rune — Spell C T, E, Sustained: You activate a rune (you may do so as a reaction after damage is assigned) on yourself or an ally in your aura (5 paces). The target has Absorb 1 (if a source would deal damage, prevent 1 of that damage). Touch 22/764
  • Rune of OwnershipI Rune — Spell C T, E: You activate a rune that marks a container, item or structure as yours. Thieves have Disadvantage (forced reroll) and are Unskilled (-1 die). Lasts until twilight.
    T, Risk {Cups}: Prevent the Disarmed condition.
    Touch 23/764
  • Rune of ShieldingI Rune — Spell C T, E: You activate a rune to get a free Block, Dodge or Parry (even if you are not aware of the attack). Alternatively, if you spend an additional E, Limit Break (set a single combat pool to 7 until the end of your next turn) with your Resistance or Warding pool. Touch 24/764
  • Rune of SightI Rune — Spell U As long as you have this card slotted, you cannot be Blinded. Even if your eyes are destroyed, you still see.
    T, EE: You activate a rune that brings clarity of vision. You have Advantage (free reroll) for Perception tests this scene.
    Touch 25/764
  • Rune of SpellbreakingI Rune — Spell C T, E: You activate a rune (you may do so as a reaction) that automatically counters the next spell that crosses your aura (5 paces). You must pay E equal to the Fatigue the caster suffers from the spell or the rune does not activate (this cannot be reduced). Touch 26/764
  • Rune of the Virulent Flame1RRR Creo — Ignem U Cost: 5 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Pyromancy, Rune.
    You trace runes along the length of {a metal blade}, setting it alight. Make a Hard (16) Magic test. If successful, the weapon inflicts both Fire Magic Damage (reduced by mystic armor) and Physical Damage (reduced by physical armor) and attacks with the weapon automatically have the Flaming ([Wands]: target is burning) trait. On a critical success, attacks with the weapon also have Tearing (two bonus damage dice and wounds require double normal time to heal).
    At the end of the spell’s duration, the weapon must make a Hard (16) Durability test or be destroyed.
    Touch 339/764
  • Rune of the Virulent Flame 1RRR C
    340/764
  • Rune of TwilightI Rune — Spell U T, EE: You activate a rune to cause all spells within 10 paces to become S Tiring (+2 complexity) until the end of next round. Touch 27/764
  • Rune of WardingI Rune — Spell U T, EE: You activate a rune to get a Magic Save of 3+ (before defense, roll 3 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). If you roll d6, Q Rune of Warding. Touch 28/764
  • Rune of Wrath and RuinI Rune — Spell C Cumulative Upkeep: E.
    T, E, Sustained: You activate runes that grant you and allies in your aura (5 paces) Damage +X (roll X extra damage dice), where X is equal to the E you spent on this rune this round.
    Touch 29/764
  • Sand BlastGGG Rego — Terram U Cost: 5 AP, di, fo, rh, vb.
    Duration: Instant.
    Keywords: Geomancy.
    • S Blinding ([Court, Swords]: target is blinded).
    You direct a blast of {sand} at a single target. Make a Magic vs. Block, Dodge test. If successful, the sand batters your target, inflicting X Physical Damage (reduced by physical armor). Sand Blast also obscures you, giving you one use of Defensive Advantage (free reroll or replace) for Block, Dodge or Parry tests until the beginning of your next turn.
    5/10 392/764
  • Scry the DistanceWW Muto — Auram C Cost: T, 7 AP, rh, vb, fo.
    Duration: Sustained (can be extended to sun).
    Keywords: Divination, Mirror.
    You turn a {reflective surface} into a focal point for a scene that is happening outside of your normal sight. Make a Hard (16) Magic test. If successful, the reflective surface shows what could have been seen if you were at that scene (only sight, no sounds). There is no limit to the distance the scene is happening, but an unobstructed line of sight is needed. On a critical success, the duration of the spell is extended to sun.
    T: Enhance Engagement Limit [+1/6] until the end of the scene.
    Touch 88/764
  • Seeking MissilesWBR Creo, Rego — Ignem, Imaginem, Vim U Cost: 7 AP, di, rh, vb.
    Duration: Instant.
    Make a Magic vs. Block, Dodge test. If successful, inflict X Physical Damage (reduced by physical armor). If you miss, the missile will attempt to hit the target again at the end of the following round (5 dice). Repeat this until the missile either hits, the target is no longer available, or a target critically defends. If you pay R/W, deploy a second missile (it also strikes at the end of the following round).
    20/50 616/764
  • Seeking SightWWW C
    89/764
  • Seeking SightWWW Creo, Rego — Auram, Imaginem U Cost: T, 7 AP, rh, vb, E.
    Duration: Sustained (can be extended to sun).
    Target: Individual (can be extended to affect a group).
    You make a magic circle out of mana, looking through it towards a single target. Make a Magic vs. Warding test. If successful, glowing circles appear on the target, giving ranged attacks against the target Advantage (free reroll) and the target cannot benefit from bonuses to her or his Defense tests against ranged attacks. All characters firing at the target receive this bonus. Only one Seeking Sight may affect a single target at one time. On a critical success, this is no longer considered a targeted spell effect.
    Hey look, I wonder where this red dot came from? 20/50 90/764
  • Sentinel RuneI Rune — Spell U T, EE: You activate runes at the base of a natural object (like a mountain or tree) at least 10 paces high. The runes keep watch with a Perception pool of 7 until twilight, but also spread to nearby natural objects. You can read patterns in the runes like a map of your surroundings. Touch 30/764
  • Seven League Stride2U/B Rego — Aquam, Animàl, Vim U Cost: T, 10 min, vb.
    Duration: Instant.
    Target: Mount (can be extended to group).
    Keywords: Blessing, Ritual (requires that you perform a short ritual at twilight).
    Make a Normal (14) Magic test. A willing Mount allows you to travel up to seven leagues in a single step. On a critical success, Q Seven League Stride.
    T: Your Mount has Fleet (+1 mobility point, cumulative) until the end of the scene.
    The world flashes beneath you. Touch 739/764
  • Severed Strands1WBR Perdo — Vim U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Fate.
    You cut away the fate of a single target as he or she makes a successful defense. Make a Hard (16) Magic test (if you are a spider, or have a spider familiar, you have advantage for this test). If successful, the target has Disadvantage (forced reroll) for Armor Save, Defense and Magic Save tests until the end of the current action. On a critical success test, the target has Disadvantage twice.
    I lived in the light for many years. Naked to the sun. But it is not to be my Fate. I came from darkness and I shall always return to it. 5/10 617/764
  • Shadow Fugue2H/RH/W Psionic — Power U Cost: 5AP, rh.
    Duration: Instant.
    You make a wiping motion with your hand, telepathically causing a loss of awareness of identity in a single target in your aura (5 paces). Make an opposed Resistance test. If successful, the target must discard a Trump from their hand or become Incapacitated. On a critical success, produce H/R or H/W.
    H/W, success: Draw a Trump.
    Aura 701/764
  • Shadow Leash2WB Rego — Corpus, Imaginem U Cost: 7 AP, di, rh.
    Duration: Instant.
    Keywords: Nethermancy.
    • Snaring ([Wands]: target is grappled).
    • Strain (costs F instead of E).
    • Nonlethal (causes E instead of F).
    You draw blood ink from your own body, lashing out to a single target. Make a Magic vs. Dodge test. This attack cannot be blocked or parried. If successful, inflicts X physical damage.
    10/20 618/764
  • Shadow Tether1W/BW/BW/B Rego — Imaginem, Corpus U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Nethermancy
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You must be able to see the shadows of your targets. Make a Magic vs. Warding test (this is not considered a targeted spell effect towards your shadow, and this spell makes eager use of that). If successful, targets that failed to defend are Pinned and have Disadvantage (forced reroll) for Recovery tests. On a critical success, increase the difficulty to recover from Pinned by one level (+2).
    10/20 740/764
  • Shape Wood1G Muto — Herbam C Cost: T, 7 AP, rh, vb, fo.
    Duration: Instant.
    Keywords: Natural.
    Target: Wall (a line up to 6 paces long, 3 paces high and 1 pace thick; anyone in the area gets a chance to move).
    Make a Hard (16) Magic test. If successful, you reshape {natural wood} into a different form. On a critical success, you can also increase or decrease its size by 1.
    T: Reroll a Durability test for a wooden object.
    Touch 393/764
  • ShatterGWW U
    620/764
  • ShatterGWW Muto, Perdo — Imaginem, Terram U Cost: 5 AP, di, fo, rh
    or 1 AP, di, fo, rh as a remise attack.
    Duration: Instant.
    Keywords: Mirror.
    Target: Individual (can be extended to affect a group).
    • S Razor ([Court, Cups]: target is bleeding).
    You hurl {a shard of glass} at your target, making it shatter into hundreds of small shards. Make a Magic vs. Block, Dodge test. Your target is Unbalanced (-1 defense die) for Dodge tests. If successful, inflict X Physical Damage (reduced by physical armor).
    Mirror weapons count as a shard of glass. 10/20 619/764
  • Shattered ReflectionDWWB Muto — Imaginem, Corpus U Cost: T, 0 AP, rh, vb.
    Duration: Instant.
    Keywords: Mirror.
    Make a Hard (16) Warding test when an opponent injures you. If you succeed, your form shatters like a mirror and the Injury is prevented. Shattered Reflection removes you from the current scene, as you end up in the Mirror World.
    Self 621/764
  • Shield MistWW C
    92/764
  • Shield MistWW Muto, Rego — Auram C Cost: T, 5 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Aeolomancy, Blessing.
    You move your hands over your form while wisps of mist pour from your fingertips. Make a Normal (14) Magic test. If successful, the mist hardens and moves to deflect blows: you get a free Block every round, using your Warding pool. On a critical success, the spell may defend for adjacent allies as well (although it can still make no more than one defense roll per turn).
    W: Shield Mist gains Limit Break (set a single combat pool to 7 until the end of your next turn). This does not apply to other Warding tests you make.
    Self/Touch 91/764
  • Shift Cosmic Spin 2B/GW Rego — Imaginem, Terram, Vim U Cost: T, 5 AP, lh, fo, vb.
    Duration: Instant.
    Keywords: Planar.
    Target: Area of Effect (2 paces).
    You squeeze a {small ball} with all your might. Make a Magic vs Warding test. You momentarily disconnect all individuals around you from the spin of the planet, causing them to fall down. They become Knocked Down and must discard {Arcana} instead of {Pentacles} to prevent the condition.
    Self 741/764
  • Shiver of the LycanthropeUUU Intellego — Animàl U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Divination.
    Make a Hard (16) Magic test. If successful, you feel a sudden shiver if you are within range of a person or beast that is actually a shape shifter (although the spell can be fooled). This spell does not identify the shape shifter out of a group of suspects, but does give you one use of Defensive Advantage (free reroll or replace) if they suddenly attack.
    10/20 163/764
  • Shriek of the Impending Shaft GGG Intellego — Herbam U Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Natural, Shout.
    Target: Individual (can be extended to affect a group).
    You shriek and jump away from a wooden object (as if afraid) to cast this spell. Make a Hard (16) Magic test. If successful, the spell makes a noise (only audible to you) whenever a piece of wood approaches quickly. This makes you Balanced (+1 defense die, up to 6) and grants Defensive Advantage (free reroll or replace) against every attack with a wooden weapon. On a critical success, you also get a free Dodge against wooden weapons every round. The nature of the warning makes the spell useless when cast on a deaf person or in really loud environments.
    T: You automatically dodge a wooden missile fired from more than 10 paces away (no test, no trump).
    Self/Touch 395/764
  • Shriek of the Impending Shaft GGG C
    394/764
  • Silence MetalGW C
    622/764
  • Silence MetalGW Rego — Imaginem, Terram C Cost: T, 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Blessing, Geomancy, Illusion.
    You take a dagger or other metal tool from the recipient, put the dagger to you lips, making a shushing noise, then hand the dagger back. Make a Normal (14) Magic test. If successful, the target’s equipment makes no noise (ignore all encumbrance for purposes of staying silent), which may grant Advantage (free reroll) for Ambush tests. On a critical success, the target lowers her or his Encumbrance by one.
    Touch 623/764
  • Silk Weaving1UB Muto — Animàl, Corpus U Cost: T, 1 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Arachnomancy, Blessing.
    Target: Individual.
    You spit into your palms, and rub them together. Make a Hard (16) Magic test. If successful, your hands secrete a sticky substance that bonds to a Light weapon. The weapon gains a Range Increment of +1/+1 and Firm Grip (item cannot be disarmed). On a critical success, the Duration of Silk Weaving is extended.
    Touch 624/764
  • Silver Shadow1GGG Muto — Terram U Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse, Geomancy.
    Sacrifice the silver coin: Silver Shadow has Astounding (can use four of a kind for free).
    You flip a {silver coin} into the air. Make a Magic vs. Warding test. If successful, the target’s metal objects become gauzy and insubstantial, including any objects he or she picks up while affected by the spell (armor affords no protect and weapons inflict no damage). On a critical success even magical metal items become a useless, silvery shadow for the duration of the spell.
    10/20 396/764
  • Silver Shadow 1GGG C
    397/764
  • Silverstrike1GG Muto — Terram U Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Hard (16) Magic test. If successful, the weapon must make a Hard Durability test, has the Silver type and “if you miss, this carries over to your next attack”. On a critical success, the weapon also has the Lethal (critical success on 5+) trait against shape shifters.
    Touch/5 398/764
  • Sky LatticeWWW C
    94/764
  • Sky LatticeWWW Creo, Muto — Auram U Cost: 10 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Aeolomancy.
    Make a Hard (16) Magic test. If successful, the spell creates a shimmering web of air energy that can support about two tonnes. The lattice is attached to air and appears in your reach; it need not touch the ground. A sky lattice is always one pace wide. You can vary the length of the lattice, from one pace up to 50 paces. It is also possible to climb the lattice, whose force helps grip a climber to it (advantage for climbing tests), but does not hinder movement in any way.
    Sky Lattice can be extended to a year and a day if you spend 1 Blood Wound (cannot be healed until the spell is destroyed).
    Touch 93/764
  • Slow2BBB C
    266/764
  • Slow2BBB Rego — Corpus R Cost: 10 AP, rh, vb
    or T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Chronomancy, Curse.
    Target: Individual (can be extended to affect a group).
    You pantomime casting a simple spell, taking far longer than normal to cast it, then look at {your watch or other timekeeping device}. Make a Magic vs. Warding test. If successful, the target’s movements are slowed. The target has Mobility -3 (three less mobility points) and Disadvantage (forced reroll) for Agility, Block, Dodge, Parry and Quickness tests. On a critical success, the target is also Unbalanced (-1 defense die) for Block, Dodge and Parry tests.
    This spell also affects overland movement speed by 15 to 30 percent.
    10/20 267/764
  • Slow Metal WeaponGG Rego — Terram C Cost: T, 1 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Geomancy.
    You mime a slow moving attack, targeting {any weapon made of metal}. Make a Normal (14) Magic test (this is not considered a targeted spell effect, but a magical weapon can resist with a Hard (16) Durability test). If successful, the weapon slows down just before it hits a target. It can no longer benefit from damage bonuses and has Damage -2 instead. On a critical success, double the penalty and Q Slow Metal Weapon.
    5/10 399/764
  • Solo Flight2WWW Creo — Auram R Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Make a Very Hard (18) Magic test (if you have a broom or carpet, you have advantage for this test). If successful, the spell allows you to fly (flap, flap). On a critical success, you are also Fleet (+1 mobility point, cumulative) and have Mobility +1 (an extra mobility point).
    An unconscious magus drops very nicely indeed, taking falling damage. Self/Touch 95/764
  • Soul Armor1BBG C
    626/764
  • Soul Armor1BBG Muto — Herbam, Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You touch a single target with your right ring finger. Make a Hard (16) Magic test. If successful, a glimmering set of blue runes seems to cover the recipient and then sinks into her or his body. This grants the target Mystic +3 (increased armor value and ignores penetration from mystic attacks). On a critical success, the target can roll an additional die for Magic Save tests (keep the highest).
    Remember, the mystic trait is not cumulative. Touch/5 625/764
  • Soulfire1BR Creo — Ignem, Vim U Cost: T, 1 AP, di, rh, Discard {Arcana or Wands}.
    Duration: Instant.
    Keywords: Infernal.
    Make a Magic vs. Block, Dodge test. If successful, inflict X Fire Magic Damage (reduced by mystic armor). Soulfire ignores all forms of damage prevention if the target has a soul.
    10/20 627/764
  • Spider ClimbUU/BB Muto — Animàl, Corpus U Cost: T, 6 AP, fo, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Arachnomancy, Blessing.
    Target: Individual (can be extended to affect a group).
    You swallow a {spider carcass} and make a Normal (14) Magic test. If successful, the hands of the target secrete a sticky substance that allows them to scale and grasp on to almost any surface. The target is Skilled (+1 die) and has Advantage (free reroll) for Climbing tests. The target can also stay attached to any surface with either hands or feet while Spider Climb is active.
    Touch/5 742/764
  • Spirit BoltBBB Perdo — Vim U Cost: 6 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Abjuration, Necromancy.
    • Oust ([Court]: target spirit is banished).
    • Tearing (two bonus damage dice and wounds require double normal time to heal) against spirits, but this is inversed against other targets.
    You direct a beam of violet energy towards your target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Magic Damage (reduced by mystic armor).
    Spirits do not count as spirits in certain situations (for example, a demon or ghost possessing a mortal host, or an engulfed elemental).
    10/20 268/764
  • Spirit BoltBBB C
    269/764
  • Spirit GripBB Muto — Vim C Cost: 5 AP, rh, vb.
    You can cast this spell and make an unarmed attack at the same time without provoking an opportunity attack.
    Duration: Instant.
    Keywords: Necromancy.
    You draw on the malevolent energy of the spirits of the dead to harm others. Make a Magic vs. Block, Dodge, Parry test. If successful, you inflict X Magic Damage (reduced by mystic armor).
    B: Spirit Grip has Limit Break (set a single combat pool to 7 until the end of your next turn).
    Spirit Grip cannot be cast on sacred ground or other ground that has been proofed against spirits (even a life circle of one is enough to stop the spell).
    Touch 270/764
  • Spirit GripBB C
    271/764
  • Spiritual HammerBGW Creo — Imaginem, Terram, Vim U Cost: T, 1 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Summoning.
    You stretch your hand out to the sky. Make a Hard (16) Magic test. If successful, a golden hammer laced with pure light appears in your hand. On a critical success, the hammer has a special bonus damage die (1d4) against spirits.
    —Hammer—
    Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Bruising (damage from your damage die cannot be absorbed or reduced).
    • Oathblade ([extra pair]: attack counts as magical).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative).
    • Stunning ([Pentacles]: target is stunned).
    Self 629/764
  • Spiritual HammerBGW C
    628/764
  • Staff of MosesGUU Muto — Animàl, Terram S Cost: 5 AP, rh, fo.
    Requirements: Must be holding a staff.
    Duration: Sustained.
    Keywords: Summoning, Serpentine.
    You throw down your {staff} in front of you. Make a Hard (16) Magic test. If successful, transform your {staff} into a Servant (Segmented Serpent), and slot it for free. The servant transforms back into a staff when you stop sustaining this spell.
    2/5 763/764
  • Stasis RuneI Rune — Spell C T, E: You activate runes that perfectly preserve matter in their aura (5 paces diameter). Objects do not deteriorate and living beings can sleep forever without sustenance. The runes lasts indefinitely, but are easy to erase, deliberately or by accident. Touch 31/764
  • Steal SoulBB C
    273/764
  • Steal SoulBB Rego — Vim C Cost: 5 AP, rh, vb.
    You can cast this spell and make an unarmed attack at the same time without provoking an opportunity attack.
    Duration: Instant.
    Keywords: Infernal, Necromancy.
    You attempt to steal the soul of an Immobilized, Incapacitated or Surprised humanoid target, or an unbound humanoid spirit (you also target a spirit that is possessing a vessel, in which case the spirit would be ejected from its host). Make a Magic vs. Warding test. If successful, you extract the target’s soul and bind it to yourself. This lets you gather Mana (of an appropriate technique for the target) and an Arcane Connection to the target’s soul (you can interact with bound souls given the correct talents; the souls, to a certain extent, can interact with you). On a critical success, you gain an additional Mana.
    People without a soul will continue to live, but generally go mad. Touch/5 272/764
  • Sterilize ObjectR Creo — Ignem C Cost: 10 AP, rh, vb.
    Duration: Instant.
    Advantage (free reroll) for Disease and Healing tests.
    Sterilize Object enables you to cleanse objects (no spellcasting test is needed, although magical diseases or poison can make a durability test to resist). If used against food, it becomes safe to eat but thoroughly overcooked, losing flavor and texture.
    Touch 341/764
  • Stick TogetherGGG Creo, Muto — Herbam U Cost: 6 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Natural.
    Target: Two (affects exactly two targets).
    You mime putting your hands together and then trying to pull them apart. You point both hands, still stuck together, at two targets (you can target inanimate objects, but must target at least one person). Make a Magic vs. (highest) Warding test. If successful, the targets are coated with a magical glue and bond together as soon as they touch. The targets do not stick to anything else, only to one another. On a critical success, the spell causes one target to Shift (maneuver one pace; this replaces the random movement after an attack).
    The effects of this spell are very varied, but Knocked Down and Pinned (or worse) are the most common conditions this spell creates. The bond created by this spell is strong enough to support a tonne of weight.
    Struggle all you want, you’ll just get tangled more. 5/10 400/764
  • Stick TogetherGGG C
    401/764
  • Stone Cage1GGG Muto, Rego — Terram U Cost: 7 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Geomancy, Trap.
    Target: Square (affects a 2x2 paces area).
    You attempt to create a stone cage around a single character (no wider or taller than two paces) by locking your fingers together to represent bars closing. Make a Hard (16) Magic test. If successful, earthen bars rise from the ground to form a tight cage [Durability: 6] around the target, who may make a Very Hard (18) Trap disarm test to escape the cage before it forms. The cage does not stop the character from casting spells, although lhrh spells may be a challenge. On a critical success, the stone cage is Dependable (advantage for durability and save tests) and the Trap disarm and Recovery tests are Extremely Hard (20).
    Once trapped, the target can attempt to break free with a Very Hard (18) Recovery Test with Strength ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends). A Contortions test, or an ally with a bludgeoning weapon may also help.
    T, E: The cage has +1 Durability.
    T, G: The cage has +2 Durability.
    5/10 403/764
  • Stone Cage1GGG C
    402/764
  • Stone Man Curse2DBBG C
    630/764
  • Stone Man Curse2DBBG Creo, Perdo — Corpus, Terram, Vim R Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Alien, Curse.
    Your magic consumes {a piece of dried skin} and use it to curse a single living target. Make a Magic vs. Warding test. If successful, the target loses 1d6 Action Points (cumulative penalty). On a critical success, the effect lasts until the end of the current lunar phase. If you fumble, you either Risk D (on W) or become exposed to the Greyscale disease (your choice). The target is also exposed to the very infectious Greyscale disease, even if he or she defends.
    He had heard it said that there were three good cures for greyscale: axe and sword and cleaver. Hacking off afflicted parts did sometimes stop the spread of the disease, Tyrion knew, but not always. Many a man had sacrificed one arm or foot, only to find the other going grey. Once that happened, hope was gone. 20/50 631/764
  • Stone Rain2GGG C
    404/764
  • Stone Rain2GGG Creo, Rego — Terram R Cost: 7 AP, di, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Geomancy.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    • Spectacular (can use three of a kind for free).
    • Trip ([Swords]: target is knocked down).
    This spell showers fist-sized stones from the sky. You point where the stones will fall. Make a Magic vs. Block, Dodge test (you have disadvantage if there are no clouds in the sky). If successful, the spell inflicts X Physical Damage (reduced by physical armor). In any case, movement in the area of effect is treated as difficult terrain. Repeat each round.
    Stone Rain can damage structures. Multiple overlapping applications have no additional effect.
    405/764
  • Stop Right There1RRR C
    342/764
  • Stop Right There1RRR Rego — Mentem U Cost: 5 AP, rh, vb.
    Duration: Instant.
    Keywords: Shout.
    You hold up a hand, shouting “Stop!” as loudly as possible at a single target humanoid. Make a Magic vs. Warding test. If successful, your target is Pinned and has Disadvantage (forced reroll) for Recovery tests. On a critical success, the target is Immobilized.
    A character who takes damage while under the effects of Stop Right There instead has Advantage (free reroll) for Recovery tests to cancel Pinned or Immobilized.
    You shall not pass! 10/20 343/764
  • Storm Manacles3WWU C
    632/764
  • Storm Manacles3WWU Muto, Rego — Aquam, Auram R Cost: T, 7 AP, rh, vb, fo.
    Duration: Sun (can be extended to moon).
    Keywords: Aeolomancy, Hydromancy.
    Target: Group (affects any number of targets within 2 paces of at least one other group member).
    You take {a drop of water}, working it into a wisp of cloud. Make a Magic vs. Warding test. If successful against at least two targets, the wisp darkens and grows to become manacles that shackle the arms or legs of the targets that failed their defense test together. Affected targets are Inaccurate (-1 attack die) (and unskilled for actions out of combat) and have Mobility -2 (two less mobility points). More important, if a shackled character attempts any hostile action toward the caster, the manacles zap the shackled character with lightning, inflicting 1d6 E. On a critical success, double the penalties imposed by Storm Manacles (not the fatigue).
    5/10 633/764
  • Strike of the Angered BranchGG Rego — Herbam C Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (cannot be extended).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    You cause {a large tree} branch to swing at a target in the tree’s aura (5 paces). Make a Magic vs. Dodge test (a tree branch is too large to effectively block or parry, so victims have disadvantage; a wall shield does not incur this penalty). If successful, you inflict X Physical Damage (reduced by physical armor). You may strike repeatedly with the branch, attacking with it once per round.
    20/- 406/764
  • Suffocate1RRW C
    635/764
  • Suffocate1RRW Creo — Imaginem, Mentem U Cost: 7 AP, rh.
    Duration: Sustained.
    Keywords: Illusion.
    Target: Room (affects an entire room or a 2 paces radius circle).
    • Illusionary ([Arcana]: attack is disbelieved, has no effect).
    You hold your breath while casting this spell. Make a Magic vs. Warding test (each target makes a separate defense roll). If successful, convinces the targets they are suffocating; this inflicts O Magic Damage (reduced by mystic armor), halves mobility points and makes targets Inaccurate (-1 attack die) and Unskilled (-1 die).
    Affected targets may, if they have make a Hard (16) Recovery Test with Willpower ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to disbelieve this spell.
    As an illusion, any injuries or wounds caused by this spell are not real (and incur no recovery time). The target will act like they are, but after the scene soon finds out it was all in her mind.
    10/20 634/764
  • Suffocating Paste1GGG C
    408/764
  • Suffocating Paste1GGG Creo, Rego — Herbam U Cost: T, 7 AP, di, fo, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Natural.
    You gather {leaves or mulch} to transform into a blob of green and yellow paste and throw it at a single target no larger than twice your size. Make a Magic vs. Block, Dodge test. If successful, you hit the victim’s head (or anywhere else the target breathes). The paste coats the target, causing her or him to become Blinded (this condition cannot be prevented or recovered from as long as the spell is active) and causing 1d6 E at the end of each of the victim’s turns. If someone wipes the paste off, it merely flies back to the victim or reforms. The only way to be rid of the paste is to dispel it, or to eliminate the caster. On a critical success, the paste is Dependable (advantage for durability and save tests).
    5/10 407/764
  • Summon Shadow2WBR Creo, Rego — Imaginem, Mentem, Vim R Cost: T, 10 minutes, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Blood, Nethermancy, Ritual (requires that you perform a short ritual at twilight), Summoning.
    You must sacrifice {three people related by blood} to cast this spell. Make a Very Hard (18) Magic test. If successful, you summon a shadow from the netherworlds, who does your bidding (even though it has no real obligation towards you). If you fail, you Risk D (on G, netherworld corruption).
    Shadows cannot be stopped by barriers of any kind, so they make excellent assassins. This also makes it impossible to trap them in, for example, a scroll or weapon.
    A sacrifice of blood and bone. A bridge for you to follow. You will emerge a shadow. 5/10 636/764
  • Summon Shadow2WBR C
    637/764
  • Summon TotemXB/RGW C
    743/764
  • Summon TotemXB/RGW Creo, Rego — Imaginem, Mentem, Terram, Vis U Cost: 7 AP, fo, rh, vb, X is equal to the upkeep of whatever you are manifesting.
    Duration: Sustained (cannot be extended).
    Keywords: Summoning.
    Summon Totem allows you to conjure an arcane totem through {sheer willpower} (this could lead to a contest of wits in the form of a duel in rare cases). You can manifest Basic Totems at will, but to manifest those Totems that are more unusual you must procure the necessary knowledge first. Make a Hard (16) Magic test. Increase the difficulty by 2 for each totem already under your control. If successful, the totem materializes and is automatically under your control (as long as you do not exceed what you can control). Once summoned it is active right away, but you must pay its upkeep cost (if any) immediately.
    3/6 744/764
  • Summoner's Bane2WB Perdo — Imaginem, Vim U Cost: T, 1 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Illusion, Summoning.
    You attempt to counter a single target spell that manifests a creature. Make a Warding vs. Magic test. If successful, the spell is countered and you summon an illusionary warrior servant (which needs to be sustained) that resembles the original creature. On a critical success, your servant need not be sustained.
    Touch 638/764
  • Supiru Sign2WB Intellego — Aquam, Auram U Cost: T, 5 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Skilled (+1 die) for Perception tests.
    Make a Hard (16) Magic test. The difficulty of this test might increase due to circumstances (interference, protections,...). If successful, you extend you senses beyond what you could normally overhear (for example a conversation happening in a room you are not in).
    5/- 639/764
  • Suppress CurseBBB Rego — Vim U Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration.
    Requirements: You must have slotted the Abate Curse card to use this card.
    You make soothing motions towards a cursed object. Make a Magic vs. {Item Complexity} +12 test. If successful, you suppress all the curses on one specific object within 2 paces (no defense is possible) so that it can be carried safely. You must remain within range of the object at all times or this effect ends.
    This spell cannot alleviate a curse that has already taken effect, only temporarily suppress it.
    The Abate Curse talent allows a character to safely handle cursed objects. 2/- 274/764
  • Suppress CurseBBB C
    275/764
  • Swarm EscapeDUUB Muto — Animàl, Corpus U Cost: T, 0 AP, rh, vb.
    Duration: Instant.
    Requirements: Insect Shaman.
    Make a Hard (16) Warding test when an opponent injures you. If you succeed, your form dissolves into a swarm of insects and the Injury is prevented. Swarm Escape removes you from the current scene, as you make your escape through astral space (some creatures may be able to attack your astral form). On a critical success, an Insect Swarm servant takes your place in the scene.
    Self 640/764
  • Target PortalW/BW/BW/B Muto, Rego — Imaginem, Vim U Cost: T, 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    • Concealable (disadvantage to find this item).
    You create a gap in astral space, a pathway between yourself and a single target. Make a Hard (16) Magic test. If successful, you can see and cast spells at the target as if you were touching as long as the target remains within a thousand paces of you. The portal is Very Hard (18) to spot. On a critical success, the portal has Dependable (advantage for durability and save tests).
    Creating gaps in astral space is... risky. 20/- 745/764
  • Tattoo — ArmorWB C
    642/764
  • Tattoo — ArmorWB Creo, Rego — Corpus, Imaginem C Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo (Protection Tattoos), once cast, must be slotted on your Equipment — Armor page (this one goes under the armor card it generates).
    You use {magical ink} to tattoo mystical symbols all over your body (these tattoos do not increase the difficulty of other tattoos on the same location). Make a Normal (14) Magic test. If successful, the tattoo allows you to slot the “Tattoos” armor card.
    —with living ink slotted—
    T: You Q your Tattoos armor card. If you pay B, increase it’s saves by two points until the end of the scene.
    Self/Touch 641/764
  • Tattoo — AvalancheGW Creo, Rego — Imaginem, Terram C Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo your back. Make a Normal (14) Magic test. If successful, you have one use of Offensive Advantage (free reroll or replace) in each grapple duel.
    —with living ink slotted—
    T, Risk {Pentacles}: Prevent Grappled, Immobilized, Paralyzed or Pinned.
    643/764
  • Tattoo — Balance1WB Creo, Rego — Imaginem, Vim U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo your chest. Make a Very Hard (18) Magic test. If successful, you have Destined (free redraw of Trump) for drawing non-damage fate cards.
    —with living ink slotted—
    Your Injury Threshold is equal to your Death Threshold at all times (effects that alter your Death Threshold will alter your Injury Threshold as well).
    Self/Touch 753/764
  • Tattoo — Bamboo2GU Creo, Rego — Aquam, Herbam U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo bamboo across your left shoulder. Make a Hard (16) Magic test. If successful, the tattoo grants Advantage (free reroll) for Dodge tests (unless you wear armor with a physical defense of 4 or more).
    —with living ink slotted—
    E, risk {Pentacles}: You Shift (maneuver one pace; this replaces the random movement after an attack).
    Self/Touch 644/764
  • Tattoo — DragonRW Creo, Rego — Ignem, Imaginem C Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo your dominant arm. Make a Normal (14) Magic test. If successful, the tattoo automatically grants your unarmed attacks the Flaming ([Wands]: target is burning) trait.
    —with living ink slotted—
    T, Risk {Wands}, [3AP, 2C]: You breathe fire. Make a Magic attack against a target within 5 paces with sv Flaming ([Court, Wands]: target is burning). If successful, you inflict X Fire Magic Damage (reduced by mystic armor).
    Self/Touch 645/764
  • Tattoo — FlamewalkerWBR Creo, Rego — Imaginem, Ignem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a fiery creature or landscape on your back. Make a Hard (16) Magic test. If successful, the tattoo grants Elemental Armor +3 (fire) and immunity from heat or flames of intensity less than that of a house fire.
    —with living ink slotted—
    T, Risk {Wands}: Ignore all effects of a single fire attack (you may do this after seeing the effects of the attack).
    This tattoo represents inner fire. Self/Touch 647/764
  • Tattoo — FlamewalkerWBR C
    646/764
  • Tattoo — Gargoyle1BGW C
    648/764
  • Tattoo — Gargoyle1BGW Creo, Rego — Corpus, Imaginem, Terram U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a gargoyle on your left leg. Make a Hard (16) Magic test. If successful, the tattoo grants Absorb 1 (if a source would deal damage, prevent 1 of that damage).
    T: Blend into stone. Advantage (free reroll) for (astral) Stealth tests if you stay motionless.
    —with living ink slotted—
    T, Risk {Pentacles}: Armor Save of 1+ (roll 1 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause).
    It has been said that Gargoyles only come alive to fend off evil, which would explain them being found on churches commonly. It is also said in some legends that they are a type of lesser guardian angel. Self/Touch 649/764
  • Tattoo — Infernal1B/RW C
    747/764
  • Tattoo — Infernal1B/RW Creo, Rego — Ignem, Imaginem, Vim U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target), Infernal.
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page. This one is Illegal (when you use this card around others, risk dishonored, on B).
    You use {magical ink} to tattoo an infernal sigil on your left arm. Make a Hard (16) Magic test. If successful, the tattoo reduces the Complexity of actions that summon demons by 1, and as long as there is a demon in your aura (5 paces):
    T: One use of Advantage (free reroll). You must announce advantage before the first roll.
    —with living ink slotted—
    T, Risk {Wands}: One use of Defensive or Offensive Advantage (free reroll or replace). You must announce advantage before the first roll.
    The difference between gods and daemons largely depends on where one is standing at the time. Self/Touch 746/764
  • Tattoo — Labyrinth2WW C
    96/764
  • Tattoo — Labyrinth1WB Creo, Rego — Corpus, Imaginem C Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page (this one goes under the armor card it generates).
    You use {magical ink} to tattoo mystical symbols across your body. Make a Normal (14) Magic test. If successful, you gain Defensive Advantage (free reroll or replace) against non-Astral Detection tests.
    —with living ink slotted—
    T: Prevent a random effect from affecting you (instead affecting someone else in the vicinity).
    T: Reroll a Navigation, Tracking, Mathematics or Stealth test.
    Self/Touch 650/764
  • Tattoo — Lightning Tree2WW Creo, Rego — Auram, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo lightning pattern shaped like a tree on your abdomen and torso. Make a Hard (16) Magic test. If successful, the tattoo automatically grants your attacks with weapons wholly made of metal the Stunning ([Pentacles]: target is stunned) trait.
    —with living ink slotted—
    T, Risk {Swords}: Your attacks also have the Conductive (targets wearing or wielding metal have disadvantage for defense tests) trait this scene.
    Self/Touch 97/764
  • Tattoo — Lightning Tree 2WW C
    98/764
  • Tattoo — MysticWB C
    652/764
  • Tattoo — MysticWB Creo, Rego — Corpus, Imaginem C Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page (this one goes under the armor card it generates).
    You use {magical ink} to tattoo mystical symbols on your face. Make a Normal (14) Magic test. If successful, the tattoos enhance Warding pool [+1/6] and Fatigue Threshold [+2/16], but you have Disadvantage (forced reroll) for Fellowship tests.
    —with living ink slotted—
    T: Prevent E caused by any action, or FF caused by a tattoo spell.
    Self/Touch 651/764
  • Tattoo — OceanWUB C
    654/764
  • Tattoo — OceanWUB Creo, Rego — Aquam, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a crashing ocean wave on your back. Make a Hard (16) Magic test. If successful, the tattoo grants Advantage (free reroll) for Swimming tests and enhances Fatigue Threshold [+1/16].
    —with living ink slotted—
    T, Risk {Cups}: You draw upon the boundless energy of the ocean, preventing up to EEE caused by any action. If the revealed Trump is also {Cups}, Q Tattoo — Ocean.
    If the ocean can calm itself, so can you. We are both salt water mixed with air. Self/Touch 653/764
  • Tattoo — Octopus2WUU C
    656/764
  • Tattoo — Octopus2WUU Creo, Rego — Animàl, Aquam, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a gargoyle on your left leg. Make a Hard (16) Magic test. If successful, you gain the following stance:
    T, stance, 2AP: In this stance your attack with a weapon requiring lhrh only requires rh. It also gains Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    —with living ink slotted—
    T, FF: If you were already wounded, you gain Reknit: 2 (recover two wounds every round) until the end of the scene.
    Self/Touch 655/764
  • Tattoo — PhoenixWBRRR Creo, Rego — Ignem, Imaginem, Vim R Cost: 10 minutes, fo, rh, plus R for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo your chest. Make a Very Hard (18) Magic test. If successful, it enhances Death Threshold [+2/24].
    —with living ink slotted—
    T, Clash {Wands}: Upon Death, reveal the top Trump of the Fate Deck. If it is lower or equal to your risked Trump, reincarnate in a blaze of fire (replace all bloodlines with Phoenix Blood) and sacrifice this Tattoo. If not, body and spirit are ashes.
    Self/Touch 657/764
  • Tattoo — Pillar1GW Creo, Rego — Imaginem, Terram U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo your chest. Make a Very Hard (18) Magic test. If successful, you have Immobile (cannot move, but is immune to Knocked Down) each round you did not move of your own accord.
    —with living ink slotted—
    Enhances Mystic Armor [+1/2].
    Self/Touch 754/764
  • Tattoo — RoseBG Creo, Rego — Corpus, Herbam U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a rose around your left eye. Make a Hard (16) Magic test. If successful, the tattoo grants Defensive Advantage (free reroll or replace) for Fellowship and Social tests.
    —with living ink slotted—
    T, 6AP: You attempt to dazzle a single humanoid target with your beauty. Make a Social attack. If successful, the target becomes Disoriented.
    Self/Touch 658/764
  • Tattoo — SakuraBGW Creo, Rego — Herbam, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a blooming cherry tree on your back. Make a Hard (16) Magic test. If successful, the tattoo protects you from instant death by injuries or spells (but you can be injured and incapacitated) and enhances Death Threshold [+1/24].
    —with living ink slotted—
    T, Risk {Pentacles}: You fill a large area (10 paces diameter) with floating cherry blossom petals for the rest of the scene; this reduces visibility to 2 paces (treat anyone further as in cover, as you can only see hazy silhouettes).
    This tattoo represents inner beauty and mortality. Self/Touch 660/764
  • Tattoo — SakuraBGW C
    659/764
  • Tattoo — ScarabWUB Creo, Rego — Animàl, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a winged scarab on the back of your neck. Make a Hard (16) Magic test. If successful, the tattoo grants Advantage (free reroll) for Defense tests vs. Necromancy and enhances Death Threshold [+1/24].
    —with living ink slotted—
    T: Create a scarab equipment (Jade Scarab, Blood Scarab) or servant (Rust Scarab) and slot it in an appropriate page. It remains until the end of the session (or until sacrificed).
    Self/Touch 661/764
  • Tattoo — ScarabWUB C
    662/764
  • Tattoo — Shadow CatWUB C
    663/764
  • Tattoo — Shadow CatWUB Creo, Rego — Animàl, Corpus, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target), Feline.
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a shadow cat on your left shoulder. Make a Hard (16) Magic test. If successful, the tattoo grants Advantage (free reroll) for Stealth tests and Low Light Vision.
    —with living ink slotted—
    T, Risk {Cups}, Sustained: Your eyes become catlike; this shifts your sight into the astral plane, with a range of 20 paces.
    Shadow cats, according to popular folk tales, live amongst humans, ever unseen. It is believed that these fierce predators cannot harm those who offer them gifts, and must in return protect their benefactors from magical threats like devil rats and witches. Self/Touch 664/764
  • Tattoo — ShieldBGW C
    666/764
  • Tattoo — ShieldBGW Creo, Rego — Corpus, Imaginem, Terram U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a full, metal colored sleeve on your non dominant arm. Make a Normal (14) Magic test. If successful, the tattoo allows you to use your arm as a shield with:
    • Bulwark (one use of defensive advantage in melee per round).
    • Durability: {Toughness}.
    • Simple (requires no proficiency).
    —with living ink slotted—
    T, Risk {Pentacles}: Your non dominant arm has physical armor value: 6 for the rest of the scene. This effect spreads to another location at the beginning of each of your turns, but cannot affect abdomen, head or torso.
    Self/Touch 665/764
  • Tattoo — SpiderWUB Creo, Rego — Animàl, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target), Arachnomancy.
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a spider on the back of your neck. Make a Hard (16) Magic test. If successful, the tattoo prevents cards on your spells page from being destroyed. If they would be destroyed by an injury or condition, it automatically shifts to an open slot, or if the page is full to another random page and slot.
    —with living ink slotted—
    T: Create an astral web in a 10 pace radius around you for the rest of the scene. All targets in this area that have an astral presence must make a Very Hard (18) Strength test or be Pinned. This web lasts for the rest of the scene.
    Self/Touch 667/764
  • Tattoo — SpiderWUB C
    668/764
  • Tattoo — TurtleWUB C
    669/764
  • Tattoo — TurtleWUB Creo, Rego — Corpus, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a turtle on your back. Make a Hard (16) Magic test. If successful, the tattoo grants one use of Defensive Advantage (free reroll or replace), if you move less than two paces in a round.
    —with living ink slotted—
    T, 1AP: You may block instead of any ally within 5 paces.
    Self/Touch 670/764
  • Tattoo — VoidWB Creo, Rego — Imaginem, Vim C Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo your forearms and wrists. Make a Normal (14) Magic test. If successful, ignore the first five cards slotted (that are not mana) across your Mana pages for purposes of being astrally detected.
    —with living ink slotted—
    T, W: Increase the difficulty to astrally detect things in your aura (5 paces) by one level (+2) until twilight.
    Self/Touch 671/764
  • Tattoo — WaveWU Creo, Rego — Aquam, Imaginem U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target). A magical tattoo, once cast, must be slotted on your Equipment — Armor page.
    You use {magical ink} to tattoo a wavy pattern on your shoulder. Make a Normal (14) Magic test. If successful, the tattoo grants Advantage (free reroll) for Strength tests and Damage +1 (roll an extra damage die).
    —with living ink slotted—
    Mobility +1 (an extra mobility point).
    Self/Touch 672/764
  • Tattoo — WeaponWB Creo, Rego — Corpus, Imaginem, Terram U Cost: 10 minutes, fo, rh, plus W for each active tattoo on your target.
    Duration: Permanent.
    Keywords: Tattoo (this spell causes F instead of E, and inflicts those on your target).
    A magical tattoo, once cast, must be slotted on your Equipment — Armor page. However, this one can be slotted on Equipment — Weapon (put a copy of the weapon card on the back of this sleeve, so you have it in easy reach).
    You use {magical ink} to tattoo a weapon on your back. Make a Normal (14) Magic test. If successful, the tattoo allows you to summon a mundane copy of the weapon (with 5 ammunition) with Quickdraw (drawing this is a free action) at will. The weapon fades when you let go (ammunition also fades after taking effect).
    —with living ink slotted—
    T, Risk {Pentacles}: Your dominant hand has Guard (hand physical armor value: 6) for the rest of the scene. Your tattoo weapon has Oathblade ([extra pair]: attack counts as magical) for the rest of the scene.
    Self/Touch 674/764
  • Tattoo — WeaponWB C
    673/764
  • Telekinetic CrushH/RH/R Psionic — Power C Cost: 5AP, rh.
    Duration: Instant.
    You lower your hand, using telekinetic force to subdue a single target in your aura (5 paces). Make an opposed Resistance test. If successful, the target is Pinned (until he or she recovers from the condition). On a critical success, the target is also Knocked Down.
    Aura 354/764
  • Telekinetic LiftH/RH/R Psionic — Power C Cost: 5AP, rh.
    Duration: Instant.
    You point your index finger to the sky, using telekinetic force to lift a single target in your aura (5 paces) into the air. Make an opposed Resistance test (objects usually have no Resistance and automatically lose, but the higher you roll the more you can lift). If successful, the target is lifted into the air a number of feet equal to your test result (paces on a critical success). Telekinetic Lift does not cause damage, but falling (or being slammed against a ceiling) may cause 1d6 Wounds (or worse).
    Aura 355/764
  • Telekinetic ShiftH/RH/R Psionic — Power C Cost: 5AP, rh.
    Duration: Instant.
    You make a slapping motion with your hand, using telekinetic force to shift a single target in your aura (5 paces). Make an opposed Resistance test. If successful, the target is Pushed 1d6 paces directly towards or away from you (this movement provokes opportunity attacks and hitting obstacles may cause the target to become knocked down). On a critical success, increase the effect to 2d6.
    T: Pick up an object in your aura (5 paces).
    Aura 356/764
  • Teleportation3U/BU/BU/B C
    748/764
  • Teleportation3U/BU/BU/B Rego — Vim R Cost: T, 10 AP, rh, vb, U/B.
    Duration: Instant.
    Keywords: Teleport.
    Target: Individual (can be extended to affect a group).
    You fold space in front of you and step through (this step costs 1 mobility point). Make a Very Hard (18) Magic Navigation test (you have advantage if you have an arcane connection to your destination, and advantage again if you can scry or see your destination). If successful, you can teleport up to a hundred miles (a horse on good roads travels at most 40 miles per day). On a critical success, you can stretch that amount by the number of “Teleport” cards you have slotted. If you fail, you Risk D (on R, lost in time and space).
    Teleportation allows you to move both vertically and horizontally. The are many dangers to this mode of transportation, a wise magus travels by foot, horse or carriage if he or she can help it.
    I practice neither black nor white magic.
    What I do is a technology that I use for my own individual purposes.
    Miles 749/764
  • Thaumathurgic Circle2 C
    32/764
  • Thaumathurgic Circle2 Ritual S Cost: 1 Hour, lhrh.
    Duration: Depends on materials and conditions.
    Keywords: Ritual (requires that you perform a short ritual at twilight).
    This is a simple ritual (not a spell) to create a basic barrier for magic.
    1. Choose whether your circle will be normal (to keep magic out) or inversed (to keep magic in). It is important to realize that the circle will only block magic in the chosen direction, and can be accidentally broken from the other direction (like with attacks).
    2. Choose the Durability of your circle. Make a Warding vs. {Durability} +12 test (E). On a critical success, the circle has Dependable (advantage for durability and save tests).
    3. Choose the Diameter of your circle. Make an Occult Geometry vs. {Diameter} +12 test.
    When something magical tries to cross the circle it must make a Magic vs. Durability test to break the circle. If it fails, the circle repels the magic and inflicts X Magic Damage (reduced by mystic armor).
    Touch 758/764
  • The Fires of DoomRRR Creo, Muto — Ignem, Vim U Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Curse, Pyromancy.
    You release some {elemental fire} and channel red mana into a single target’s pattern. Make a Magic vs. Warding test. If successful, you inflict X Fire Magic Damage (reduced by mystic armor) and the target is cursed to become Burning whenever her or his actions result in a {Wands} Trump becoming active. On a critical success all {Wands} Trumps have a value of 0 for the target.
    My flames are eternal. 10/20 315/764
  • The Fires of DoomRRR C
    314/764
  • The Wizard's MountU Creo — Animàl C Cost: 10 AP, rh, vb.
    Duration: As long as you want, provided you treat the horse well.
    Advantage (free reroll) for Riding tests.
    The Wizard’s Mount enables you to call a horse (no spellcasting test is needed). It arrives arrives like a wizard would: just in time, with a dab of mystery.
    Of course, a magus cannot create a living horse from nothing. It is either an escaped or wild horse, whatever is more appropriate for your current situations. If you cast this spell a lot, tales of a mysterious and uncatchable horse thief start surfacing. Touch 172/764
  • Thorny Retreat1GGG Muto, Rego — Herbam U Cost: T, 7 AP, fo, rh, vb, F.
    Duration: Instant.
    Keywords: Blood, Natural.
    You need {vegetation} to cast this spell. You cut your hand with a dagger or other sharp object. Make a Hard (16) Magic test (if there is significant, waist high vegetation, you have advantage for this test). If successful, the area you pass through (everything you see) becomes difficult terrain and thorns begin to grow from the vegetation. Passing through the thorns requires a Very Hard (18) Agility test each turn (if you succeed in two tests in a row this effect ends). Failure halts the character, and he or she suffers 1d6 Physical Damage (reduced by physical armor). On a critical success, poisonous blood thistles grow in between the vegetation. If you fail, your blood gives opponents Advantage (free reroll) to track you.
    You (and companions you name while casting the spell) may move through the thorns without hindrance: the thorns roll around you like seaweed in water.
    Sight 409/764
  • Thorny Retreat1GGG C
    410/764
  • Threshold WardBBB C
    277/764
  • Threshold WardBBB Creo, Rego — Vim U Cost: 10 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Abjuration, Rune.
    Target: Threshold (a doorway or opening no wider than 10 paces).
    You brush your fingers over a threshold, leaving silvery runes that quickly fade. Make a Hard (16) Occult Geometry Warding test. If successful, you quickly create a thaumathurgic barrier [Durability: 5] across an existing threshold (a cave entrance, door, window, etc...). On a critical success, the barrier has Dependable (advantage for durability and save tests). When a magical creature attempts to cross the barrier, it must make a Magic vs. Durability test to break the barrier. If it fails, the circle repels the entity and inflicts X Magic Damage (reduced by mystic armor). Should the barrier be broken before the duration of the spell, you are alerted.
    Touch/5 276/764
  • ThriveGGG Muto — Herbam U Cost: T, 10 minutes, fo, rh, vb.
    Duration: Permanent.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You sprinkle {water} on the ground and make a Hard (16) Magic test. If successful, plants in the area of effect experience the equivalent of one week’s growth over the remainder of the round. After the spell ends, their growth rate return to normal, but the effect is permanent. On a critical success, double the growth effect. Thrive can only be cast on an area once each week (subsequent castings have no effect).
    Touch 411/764
  • Time Jump2U/B C
    751/764
  • Time Jump2U/B Creo, Rego — Aquam, Corpus, Vim U Cost: T, 1 AP.
    Duration: Instant.
    Keywords: Chronomancy.
    Time Jump counts as an alternative Defense test (you cannot defend again if it fails).
    Make a Hard (16) Warding test when an opponent physically attacks you. If successful, your form shimmers, and you jump ahead in time to when you are not attacked. You appear, unharmed, in the same spot (or the closest unoccupied spot) at the end of the next turn. On a critical success, your mastery of the temporal streams is so strong that you reappear at the end of the same turn. If you Time Jump multiple times in the same scene, you might attract the attention of a Timekeeper.
    E, 8 AP: You focus your temporal energies to Q Time Jump. Automatically Q it when you cast another Chronomancy spell.
    Self 750/764
  • Time Warp1WUB Rego — Aquam, Imaginem, Vim U Cost: T, 6 AP, rh, vb, EE.
    Duration: Instant.
    Target: Individual (can be extended to affect a group).
    Keywords: Chronomancy.
    You warp the temporal flow around your enemy, pushing them forwards in time. Make a Very Hard (18) Magic test. If successful, the enemy can only act after the Deliberate Phase this turn.
    You may spend 7 Action Points to Q Time Warp.
    5/10 675/764
  • Tossing Earth2GGG Rego — Terram U Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Geomancy.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle).
    Tossing Earth can only be cast outdoors on natural earth or rock, not on man made structures, roads or paved floors.
    You hurl pebbles, dirt, or stones toward the area you wishes to affect, making an explosive sound as you do so. Make a Very Hard Magic Mining test. If successful, the area becomes difficult terrain. Any character who moves in the area of effect (including the caster) must make a free Very Hard (18) Quickness test, or they are tossed wildly into the air (resulting in knocked down and 1d6 F falling damage). On a critical success, the Quickness test is Extremely Hard (20).
    10/20 412/764
  • Tossing Earth2GGG C
    413/764
  • Touch the SkyW Intellego — Auram C Cost: 10 minutes, rh, vb.
    Once per session, Touch the Sky gives you the opportunity to Gather W, provided there is a clear or cloudy sky (advantage at high elevation).
    Opponents do not receive Size bonuses against you while Touch the Sky is slotted.
    W: Reroll an Auram test.
    Touch 99/764
  • Tree Stride1BGG Rego — Herbam, Vim U Cost: T, 1 AP, rh, vb.
    Duration: Instant.
    Keywords: Teleport, Natural.
    Target: Any two trees in sight (only the entry point needs to be within range of the spell).
    Make a Hard (16) Magic Navigation test. Create a portal between any two trees in sight. These become linked by a portal only the caster can use. Moving through this portal costs 2 Mobility Points.
    T: Reroll a Climbing test involving trees.
    G: Q Tree Stride.
    Touch/5 755/764
  • True Ephemeral BoltWB Creo — Imaginem, Vim U Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Penetration: 1 (ignore one point of armor).
    • S Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated).
    You create a wriggling, glowing green bolt and send it towards a single target with a flick of your wrist. Make a Magic vs. Block, Dodge test. If successful, you inflict X Physical Damage (reduced by physical armor).
    10/20 676/764
  • True Iron1GG Muto — Terram U Cost: T, 1 AP, fo, vb, technique for both the caster and the wielder.
    Duration: Instant.
    Target: Small (can be extended to affect a group of items).
    You enchant a {metal weapon} (or ammo). Make a Hard (16) Magic test. If successful, the weapon must make a Hard Durability test, has the Cold Iron type and “if you miss, this carries over to your next attack”. On a critical success, the weapon also has the Lethal (critical success on 5+) trait against fairies and spirits.
    Touch/5 414/764
  • TrustRRR Creo — Mentem U Cost: T, 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Target: Individual (can be extended to affect a group).
    You smile slightly and nod towards your target. Make a Magic vs. Warding test. If successful, the target is filled with a sense of trust and will not deceive or harm you as long as you act in kind. The feeling fades naturally (out of sight, out of mind). On a critical success, chance to siphon R from the target (gather on R).
    10/20 344/764
  • Twin FlameRRR C
    346/764
  • Twin FlameRRR Creo — Ignem U Cost: 6 AP, di, lhrh, vb.
    Duration: Instant.
    Keywords: Pyromancy.
    • Double Action ([extra pair]: remise attack against the same target).
    • Flaming ([Wands]: target is burning).
    You ball up your fists, causing flames to appear, then punch the air like a boxer, sending the flames to your intended target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Fire Magic Damage (reduced by mystic armor).
    10/20 345/764
  • Undead StruggleBB Perdo — Corpus, Vim C Cost: T, 2 AP, rh, vb.
    Duration: Stance (ends when you or your opponent become knocked down, stifled or stunned).
    Keywords: Necromancy.
    This is a risky ritual (not a spell) that allows you to directly engage an undead creature in a duel. Make a Social vs. Resistance test (E). If successful, you and the target are forced into an astral duel. On a critical success, you gain the Duelist (one use of offensive advantage in duels) trait.
    T: One use of Offensive Advantage (free reroll or replace) in any duel against an undead creature.
    5/10 278/764
  • Undead StruggleBB C
    279/764
  • Uneven Ground3GGG Rego — Terram R Cost: 10 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Geomancy.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You wobble as you cast this spell (during this time all friendly characters should briefly touch the caster to avoid being affected by this spell), then touch the ground with your hands to cast the spell. Make a Very Hard (18) Magic Mining test. If successful, the spell makes the ground shake and move violently in the area of effect. On a critical success, you have a chance to gather G (on G) from the freed geomantic energies. If you fail, you Risk D (on W, agoraphobia).
    • Animals will usually flee from an earthquake.
    • Characters treat the shaking ground as difficult terrain, have Disadvantage (forced reroll) for almost all tests. At the end each turn, you may designate a single opponent, who must make a Very Hard (18) Trap test or fall into a shallow pit.
    • Structures (and vegetation like trees) must make a Durability test or collapse.
    Touch 416/764
  • Uneven Ground2GGG C
    415/764
  • Unholy StrengthBBB Muto — Corpus U Cost: T, 5 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Infernal, Blood.
    You make the target drink {fresh blood} (animal blood tastes bad but human blood is like fine wine). Make a Hard (16) Magic test. If successful, the target has Advantage (free reroll) for Strength and Toughness tests. On a critical success, the target also has one use of Offensive Advantage (free reroll or replace) in melee combat.
    Touch/5 280/764
  • Veil of Obfuscation2GWW C
    677/764
  • Veil of Obfuscation2GWW Creo, Perdo — Herbam, Imaginem, Terram R Cost: 10 AP, rh, vb.
    Duration: Sustained (can be extended to sun, moon or year).
    Keywords: Illusion.
    Target: Structure (affects a single structure, from a hut to a castle, or a 5 paces radius circle). Can be extended to boundary.
    Veil of Obfuscation can be cast together with an Aegis of the Hearth (if you do so, this spell enjoys all the benefits of the aegis).
    Make a Very Hard (18) Magic test. If successful, you conceal all man made structures in the area of effect from magical and mundane sight. The spell will even force people to avoid the area by presenting natural barriers. People near the affected area can make an Extremely Hard (20) Perception test to notice something is not right. The veil is weakest at sunrise and sunset. On a critical success, increase the difficulty to Impossible (22).
    Touch 678/764
  • Venom BoltUUU Creo — Animàl, Aquam U Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Arachnomancy.
    • sp Poisonous ([Court, Cups]: target is poisoned).
    You hurl a bolt of necrotic Scorpion Venom (flip card) at a single target. Make a Magic vs. Block, Dodge test. If successful, you inflict X Physical Damage (reduced by physical armor).
    U: Venom Bolt gains Limit Break (set a single combat pool to 7 until the end of your next turn).
    10/20 164/764
  • VertigoRW Muto — Imaginem, Mentem C Cost: 7 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion.
    Target: Individual.
    You spin in a tight circle, making yourself slightly dizzy. Make a Magic vs. Warding test. If successful, the target has Disadvantage (forced reroll) for Perception tests and must make a Hard (16) Perception check at the start of each turn or become Knocked Down. On a critical success, increase the difficulty to avoid or recover from the condition by one level (+2).
    5/10 679/764
  • ViewpointWW Rego — Imaginem C Cost: T, 7 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Illusion, Divination.
    • Concealable (disadvantage to find this item).
    You make a square with your hands and fingers, and press them against a wall. Make a Normal (14) Magic test. If successful, the spell creates a one way window through the wall or other barrier (up to one square pace). The material of the barrier is unaffected, so a stone wall is still as tough as stone. A Viewpoint is Very Hard (18) to detect from the opposite site, or Extremely Hard (20) on a critical success.
    T: Reroll a Perception test.
    Touch 100/764
  • Vintyr Sign2UU Intellego, Rego — Aquam C Cost: T, 2 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Your stoic nature freezes the air around you. Make a Hard (16) Magic test. If successful, a Freezing attack within 5 paces becomes S Freezing. If this attack was already S Freezing ([Court, Cups]: target is stunned), it gains Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
    5/- 165/764
  • Violent FlamesRR Creo — Ignem C Cost: 4 AP, di, lhrh, vb.
    Duration: Instant.
    Keywords: Pyromancy.
    • Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
    • Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
    You swirl fiery winds around yourself, physically pushing away an opponent. Make a Magic vs. Block, Dodge test. If successful, you inflict O Fire Magic Damage (reduced by mystic armor).
    3/6 347/764
  • Violent FlamesRR C
    348/764
  • Visions of Death1RRW C
    680/764
  • Visions of Death1RRW Creo — Imaginem, Mentem U Cost: 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Illusion, Nethermancy, Divination.
    You call upon the spirit world to present a very personal horror show to a single humanoid target. Make a Magic vs. Warding test. If successful, the target, and only the target, sees a detailed vision of her or his own death and becomes Confused. On a critical success, the target has Disadvantage (forced reroll) for Intelligence tests.
    Visions of Death cannot affect the same character twice in the same scene.
    The visions are usually not prophetic, but repeated exposure to this spell can seriously mess with the mind. 20/50 681/764
  • Volun SignWW Creo, Rego — Auram U Cost: T, 1 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Make a Very Hard (18) Magic test. If successful, your unarmed attack causes Thunder Magic Damage (reduced by mystic armor) and has Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    Self 101/764
  • Wall of BonesBBB Creo, Muto — Corpus U Cost: 6 AP, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Necromancy, Summoning.
    Target: Wall (a line up to 6 paces long, 3 paces high and 1 pace thick; anyone in the area gets a chance to move).
    You grasp {loose soil} with your fingers, then withdraw your hand suddenly, as if pulling something out. Make a Hard (16) Magic test. If successful, the bones start protruding from the soil and forming a barrier. On a critical success, double the height, length or thickness of the barrier.
    The wall [Durability: 5] can only be destroyed with slash or Jade damage. It is Very Hard (18) to climb, and you Risk Diseased (on R) and cut (inflicts F).
    The bones seem to be reaching out for you... Touch/5 281/764
  • Wall of Candles1WWW Creo, Rego — Imaginem U Cost: 7 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Candle, Circle, Faith.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You say a prayer in {a room filled with candles}. Make a Hard (16) Occult Warding test (E). If successful, you create a thaumathurgic circle [Durability: 7]. On a critical success, the circle has Dependable (advantage for durability and save tests).
    Wall of Candles does not break if the Magus (or his allies) make attacks from within the circle.
    When a non-believing person (from the perspective of the religion of the caster) attempts to enter or reach into the circle, it must make a Magic vs. Durability test to break the circle. If it fails, the circle repels the entity and inflicts X Fire Magic Damage (reduced by mystic armor).
    Self 103/764
  • Wall of Candles1WWW C
    102/764
  • Wall of Fire1RRR Creo — Ignem U Cost: 6 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Pyromancy, Summoning.
    Target: Wall (a line up to 6 paces long, 3 paces high and 1 pace thick; anyone in the area gets a chance to move).
    • sv Flaming ([Court, Wands]: target is burning).
    You lift your arms. Make a Hard (16) Magic test. If successful, a roaring wall of fire rises out of the ground. On a critical success, double the height, length or thickness of the wall.
    The wall [Durability: 5] can be extinguished with earth or water, but anyone passing through the flames automatically takes X Fire Magic Damage (reduced by mystic armor). In addition, ranged attacks across the flames have Disadvantage (forced reroll).
    Touch/5 349/764
  • Wall of Protecting Stone2GGG Creo — Terram R Cost: 7 AP, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Geomancy, Summoning.
    Target: Wall (a line up to 6 paces long, 3 paces high and 1 pace thick; anyone in the area gets a chance to move).
    Make a Very Hard (18) Magic test. If successful, a sheer wall of granite rises out of the ground. On a critical success, double the height, length or thickness of the wall. If the terrain is not appropriate (for example, no rocky ground), the spell must be Sustained or the wall will topple.
    The wall [Durability: 9] can be broken with miner’s tools, and is Hard (16) to climb.
    Touch/5 417/764
  • Wall of RunesRRR Creo — Mentem U Cost: 5 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Atramentus, Rune.
    Target: Wall (a line up to 6 paces long, 3 paces high and 1 pace thick; anyone in the area gets a chance to move).
    Make a Hard (16) Magic test. If successful, a wall of glowing runes appears, which can only be passed by making an Extremely Hard (20) Linguistics test (music and poetry skills also help). On a critical success, you choose the language and style of the runes (which may give disadvantage to those who wish to cross it).
    The wall is not real (all in the mind), and thus cannot be destroyed, but it has no effect on animals or mindless creatures.
    Touch/5 350/764
  • Wall of ThornsGGG Creo, Muto — Herbam U Cost: 6 AP, fo, rh, vb.
    Duration: Sun (can be extended to moon).
    Keywords: Natural, Summoning.
    Target: Wall (a line up to 6 paces long, 3 paces high and 1 pace thick; anyone in the area gets a chance to move).
    You lightly brush {existing vegetation} (trees, grass or otherwise) with your hand, then withdraw your hand suddenly, as if something stung you. Make a Hard (16) Magic test. If successful, the plants warp and grow to form a thorny wall. On a critical success, double the height, length or thickness of the wall.
    The wall [Durability: 5] can be burned, but is Very Hard (18) to climb, and you Risk Pinned (on W) and stung (inflicts F).
    Touch/5 418/764
  • Wall WalkerU/BU/B Muto — Corpus C Cost: T, 6 AP, lhrh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing.
    Target: Individual (can be extended to affect a group).
    You crouch, walking on all fours to mimic a spider, then touch the target. Make a Normal (14) Magic test. If successful, the target has improved climbing ability and has Advantage (free reroll) for Climbing tests. On a critical success, the target is also Skilled (+1 die) for Climbing tests.
    Touch/5 752/764
  • Ward Against Heat and FlameRRR Rego — Ignem C Cost: T, 6 AP, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Blessing, Pyromancy.
    Target: Individual (can be extended to affect a group).
    You weave a ward to keep heat and fire at bay, unable to approach within one pace of the target. Make a Hard (16) Magic test. If successful, the target has Elemental +3 (increased armor value and ignores penetration against elemental attacks) for heat or flames. On a critical success, this spell has the Dependable (advantage for durability and save tests) trait. If you fail, this spell is destroyed.
    Learning Ward Against Heat and Flame adds a technique (Fire Defense) to your grimoire.
    Touch/5 351/764
  • Ward Against Heat and Flame RRR C
    352/764
  • Water BoltUU Creo — Aquam C Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Keywords: Hydromancy.
    • Freezing ([Cups]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    You conjure and hurl a bolt of water at a single target. Make a Magic vs. Block, Dodge test (you have disadvantage for this test in arid conditions). If successful, you inflict X Physical Damage (reduced by physical armor).
    U: Water Bolt gains Limit Break (set a single combat pool to 7 until the end of your next turn).
    5/10 166/764
  • Water SwirlingUU Muto — Aquam C Cost: T, 7AP, rh, vb, UUU.
    Duration: Instant.
    Keywords: Hydromancy.
    Make a Very Hard (18) Magic test. If successful, gather U. On a critical success, add U to your Mana Pool.
    While Water Swirling is untapped, you have Advantage (free reroll) to gather U.
    167/764
  • Wave ShieldUU Rego — Auram C Cost: T, 5 AP, fo, rh, vb.
    Duration: Sustained (can be extended to sun).
    Keywords: Blessing, Hydromancy.
    Near {a large source of water}, you beseech the spirits of the water to come to your aid. Make a Normal (14) Magic test. If successful, the water around you moves to deflect blows: you get a free Block every round, using your Warding pool. On a critical success, if a lake, a river or the sea is in your aura (5 paces), the spell has Defensive Advantage (free reroll or replace).
    U: Wave Shield gains Limit Break (set a single combat pool to 7 until the end of your next turn). This does not apply to other Warding tests you make.
    Self/Touch 169/764
  • Wave ShieldUU C
    168/764
  • Weaken SoulWBR C
    682/764
  • Weaken SoulWBR Muto — Imaginem, Mentem, Vim U Cost: T, 7 AP, rh, vb, Discard {Arcana, Swords or Wands}.
    Duration: Sustained (can be extended to sun).
    Keywords: Enchantment.
    Target: Boundary (affects a bounded area, like a fenced village or walled city, or a 10 paces radius circle).
    You throw an aura of enchantment over your surroundings. Make a Hard (16) Magic test. If successful, everyone in the area effect has Mystic -3 (decreased armor vs. mystic attacks) and Disadvantage (forced reroll) for Magic Save tests. On a critical success, if you haven’t drawn a Trump from the Fate Deck this round, draw one.
    Opponents cannot resist Weaken Soul, but it can be dispelled.
    Touch 683/764
  • Weapon BackBGG Muto — Corpus, Herbam or Terram U Cost: 10 minutes, fo, rh, vb.
    Duration: Permanent.
    Keywords: Artificer, Blood, Ritual (requires that you perform a short ritual at twilight).
    You must first prepare {a weapon} for Weapon Back to work on it. At dawn each day for a week, you place a drop of your blood on the weapon. At the end of the week, you carve a small scar design on the target (either yourself or another character) with the weapon. You then make a Hard (16) Magic test. If successful, you inscribe the same design on the weapon, creating an Arcane Connection between the target and the weapon, which gains the Firm Grip (item cannot be disarmed) trait.
    A character can touch the scar design [0AP] to have the weapon fly back into his hands (the weapon travels 15 paces per round, and rolls 5 dice if something tries to stop it).
    You can enhance up to two weapons this way.
    Touch 684/764
  • Weapon BackBGG C
    685/764
  • Weaver’s Trap of Webs1UUU Creo — Animàl U Cost: 7 AP, fo, rh, vb.
    Duration: Instant.
    Keywords: Arachnomancy, Trap.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You throw {a spider} at an area. Make a Hard (16) Magic test. If successful, a huge net of spider webs quickly grows from the target location, filling the area. Everyone still in the area at the beginning of your next turn is Immobilized. With supports, the webs can hang vertically, forming an effective, sticky barrier (treat as difficult terrain), and moving through the webs requires a Hard (16) Quickness test to avoid becoming Immobilized. The webs [Durability: 6] are as thick as string and as strong as iron. They can be hacked through with an edged weapon (one pace per turn). The webs may continue to trap victims in the future, as long as they don’t decay and aren’t completely hacked through...
    10/20 170/764
  • Weaver’s Trap of Webs 1UUU C
    171/764
  • Whirlwind2WWW C
    105/764
  • Whirlwind2WWW Creo, Rego — Auram R Cost: T, 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Aeolomancy.
    Target: Square (affects a 2x2 paces area).
    • sf Knockback ([Court, Swords]: target is pushed back 1d6 paces in a random direction; this replaces the random movement after an attack).
    • Mobility +2 (two extra mobility points).
    • Trip ([Swords]: target is knocked down).
    You make whirling motions with your fingers, and a miniature whirlwind spins from your hand as the spell is cast. Make a Magic vs. Dodge test (it affects everyone in the area of effect). If successful, you inflict X Thunder Magic Damage (reduced by mystic armor).
    At the beginning of your next turn and each turn thereafter, you must make a Very Hard (18) Magic test to control the whirlwind. If you succeed, you may move the whirlwind. If you fail, it moves in a random direction and you risk D (Flight of Icarus).
    10/20 104/764
  • Whispers of October4WU Creo — Auram, Aquam R Cost: T, 10 minutes, rh, vb, WU.
    Duration: Sun (can be extended to moon).
    Keywords: Hydromancy.
    Target: Sight.
    Make a Very Hard (18) Magic test. If successful, the spell worsens the weather, causing rain showers quickly manifest. On a critical success, the spell causes storms. If the spell is extended, the weather stays like this for a long time, with only short reprieves between long bouts of rainfall. If you fail, you Risk D (on R, G).
    —November Rain—
    Complexity: 0.
    Cost: T, +1 AP, -1 Complexity.
    Your aquam or auram spell ignores focus requirements and negative modifiers from (lack of) environmental conditions.
    Sight 687/764
  • Whispers of October4WU C
    686/764
  • Wild Magic BlastBBB Creo — Vim U Cost: 5 AP, di, rh, vb.
    Duration: Instant.
    Requirements: Hedge Wizard.
    • Unsteady ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you are knocked down).
    • Wild (this spell cannot be safely cast, not even through a spell matrix, and draws a lot of astral attention).
    Your features distort and glow as you pour mana into the real world with little control. Fates willing, the energy continues to travel towards a single target you designate. Make a Magic vs. Warding test. If successful, inflict X Magic Damage (reduced by mystic armor).
    10/20 282/764
  • Wild Magic BlastBBB C
    283/764
  • Wild Shape2UB Muto — Animàl, Corpus C Cost: T, 4 AP, lhrh.
    Duration: Sun.
    Keywords: Natural.
    Target: Individual (can be extended to affect a group).
    Wild Shape allows you to transform into a mundane animal of your choice of similar Size. Make a Hard Magic Sembling test. If successful, you take on the appearance of the chosen animal. You can also choose to transform into a hybrid form, taking on any one characteristic of the chosen animal, gaining one of these: Fleet (+1 mobility point, cumulative), Hardy or Spiritual +2 for animal servants. You can switch back to your original form with a successful Hard (16) Willpower Veering test.
    Self 688/764
  • Wild Shape 1UB C
    689/764
  • Wildfire1H/RH/R Psionic — Power U Cost: 5AP, rh.
    Duration: Instant.
    You rub your hands together, conjuring fire from thin air to attack a single target in your aura (5 paces). Make an opposed Resistance test. If successful, inflict X Fire Magic Damage (reduced by mystic armor). Wildfire causes all squares directly between you and your target to start burning until the end of the scene. On a critical success, choose a single square; all other squares in your aura start burning.
    Aura 357/764
  • Wind of Mundane Silence 2WBB Perdo — Auram, Vim R Cost: 7 AP, rh, vb.
    Duration: Sustained.
    Keywords: Abjuration.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You raise a metaphorical breeze that “blows away” spells from the area of effect (including your own). Make a Very Hard (18) Magic test. If successful, all spells in the area of effect must make a Hard (16) Durability test at the end of each of your turns or be destroyed (spells have Durability equal to Complexity +2). On a critical success, this spell ignores the dependable trait. If a spell defends, it becomes Invulnerable (cannot be broken or destroyed) until twilight.
    Magical things near the area waver slightly from the breeze. 20/- 690/764
  • Wind of Mundane Silence 2WBB C
    691/764
  • Wind ShearWW C
    106/764
  • Wind ShearWW Rego — Auram C Cost: 5 AP, di, fo, rh, vb
    or T, 1 AP, di, fo, rh, vb.
    Duration: Instant.
    Keywords: Aeolomancy.
    Target: Individual (can be extended to affect a group).
    You let loose a little {elemental air} and conjure fierce winds from opposite sides of a single target (you can only cast this spell on your turn). Make a Magic vs. Dodge test (the target has advantage if he or she is larger than you or has something to hold on to, but disadvantage if he or she is smaller than you or flying). If successful, the target is Knocked Down (a flying creature will take falling damage). On a critical success, you Q Wind Shear.
    W: You Q Wind Shear.
    5/10 107/764
  • Witch Hunter Shackles3BBB Rego, Perdo — Vim R Cost: 6 AP, lhrh, vb, B.
    or 0 AP, lhrh, vb, B in a grapple duel.
    Duration: Sustained.
    Requirements: Witch Hunter.
    You mime clapping chains on your target. Make a Magic vs. Warding test (you have advantage if the target is grappled, immobilized, knocked down, paralyzed, pinned or stunned). If successful, the target’s hands and feet are bound by mystical shackles, making all magical (and most physical) activity impossible. On a critical success, this spell has the Dependable (advantage for durability and save tests) trait.
    While Sustained, the shackles cannot be broken.
    When not Sustained, the shackles do not go away, but can be broken by force with an Impossible (22) Recovery Test with Agility ([8AP, 2C] if you fail twice in a row you cannot try again until the scene ends) or Strength. Failing this hurts. Badly.
    Touch/5 284/764
  • Witch Hunter Shackles 3BBB C
    285/764
  • Wither LimbDBBB Muto — Corpus U Cost: T, 7 AP, rh, vb.
    Duration: Instant.
    Keywords: Curse, Necromancy.
    • Corrupting (costs D instead of E).
    You point at a single humanoid target and whisper “wither”. Make a Magic vs. Warding test. If successful, the target’s limbs shrivels and shrinks to a useless vestige. Give the target an Arm or Leg Injury card (your choice) that cannot be healed until the curse is lifted. On a critical success, the Injury is permanent.
    10/20 286/764
  • Wizard's AutumnGG C
    420/764
  • Wizard's AutumnGG Muto — Herbam C Cost: T, 6 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Make a Normal (14) Magic test. If successful, all the deciduous leaves on plants in your aura (5 paces) turn brown and fall to the ground (the effect moves with you). Any plant creatures suffer 1d6 E at the end of each of your turns (this is considered a targeted spell effect).
    When Wizard’s Autumn is slotted, you can cast spells that can be cast only in autumn season in any season.
    T: A plant in your aura (5 paces) activates Limit Break (set a single combat pool to 7 until the end of your next turn).
    Self 419/764
  • Wizard’s MarkBBB Creo — Vim U Cost: 5 AP, fo, rh, vb
    or 1AP, fo, if you have Wizard’s Sigil slotted
    or 1AP, for horrors.
    Duration: Instant.
    You attempt to burn your {personal sigil} into a single target’s pattern. Make a Magic vs. Warding test (horrors have advantage for this test). If successful, the target is Marked. On a critical success, the target also Risks D (on B). Unless you are a Horror, you may only have one mark active at any one time.
    20/- 287/764
  • Wizard’s Sidestep2WWW Rego — Imaginem R Cost: T, 1 AP.
    Duration: Instant.
    Keywords: Illusion.
    Wizard’s Sidestep counts as an alternative Defense test (you cannot defend again if it fails), and cannot be cast if all adjacent squares are occupied.
    Make a Very Hard (18) Warding test when an opponent physically attacks you. If successful, your form shimmers, revealing that your opponent attacked an illusion, not you (the attack automatically ‘misses’, hitting and destroying the illusion) and you appear, unharmed, in a random adjacent, unoccupied square (determined by the attacking trump). On a critical success, your form continues to shimmer and throw out illusionary doubles, confounding your opponents; until the beginning of your next turn, all physical attacks against you have Illusionary ([Arcana]: attack is disbelieved, has no effect).
    W: Q Wizard’s Sidestep. Automatically Q it when you cast another illusion spell.
    It’s simple, really. If they can’t find us, they can’t kill us. Self 108/764
  • Wizard’s Sidestep2WWW C
    109/764
  • Wrap in Silk3GU Creo — Animàl, Herbam C Cost: T, di, 5 AP, lhrh, vb.
    Duration: Instant.
    Keywords: Arachnomancy.
    Target: Individual.
    You perform a circling motion with your arms. Make a Magic vs. Dodge test. If successful, the target is captured in silk threads that hinder its movement. As long as the threads remain, the target has Mobility -4 (four less mobility points) and loses 4 Action Points each round. Each turn the target can make a Very Hard (18) Strength test to break free. This action costs 1 Action Point.
    5/10 692/764
  • Yrden Sign2G Rego — Herbam, Terram C Cost: T, 5 AP, rh.
    Duration: Instant.
    Keywords: Glyph.
    Make a Very Hard (18) Magic test. If successful, you can move any Trap (that you are aware of and can see) by up to two paces. This can be done in reaction to an opponent’s movement.
    15/30 421/764
  • Zeus’ Favor2WWW Muto — Auram U Cost: 7 AP, rh, vb.
    Duration: Sustained (cannot be extended).
    Keywords: Aeolomancy.
    You plead for the favor of the lightning gods. Make a Hard (16) Magic test. If successful, each turn two random targets on the battlefield receive a Lightning Bolt attack with a dice pool of 6, causing X Thunder Magic Damage (reduced by mystic armor).
    —Lightning Bolt—
    This is considered a di directed spell effect.
    • Conductive (targets wearing or wielding metal have disadvantage for defense tests).
    • Penetration: 1 (ignore one point of armor).
    • Stunning ([Pentacles]: target is stunned).
    Self 110/764
  • Zoetic Glyph2BG Muto — Terram, Vim U Cost: T, 1 AP, rh.
    Duration: Sustained.
    Target: Servant.
    You stabilize the astral pattern of any summoned or manifested servant. While Zoetic Glyph is sustained, the target gains Death Threshold +1 and Injury Threshold +2.
    5/- 693/764
  • Zone of Astral Protection3BBB Creo, Rego — Vim R Cost: 7 AP, rh, vb, B.
    Duration: Sustained (can be extended to sun).
    Keywords: Abjuration, Enchantment, Nethermancy.
    Target: Room (affects an entire room or a 2 paces radius circle).
    You must walk in a tight circle before casting this spell. Make a Very Hard (18) Occult Geometry Warding test (E). If successful, every character who was in the area of effect when the spell was cast has Advantage (free reroll) for Warding tests as long as they stay in the area of effect. In addition, whenever they are dealt elemental or magical damage they may roll 1d12 and use that result instead of their Mystic Armor value (roll again for each attack). On a critical success, the zone has Dependable (advantage for durability and save tests).
    Zone of Astral Protection does not break if the Magus (or his allies) make attacks from within it, nor does it stop creatures from entering (or leaving). It can be dispelled.
    Self 288/764
  • Zone of Astral Protection 3BBB C
    289/764