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Table of Contents

Introduction
Materials
Attributes & Skills
Classes
Combat
Perks
Arms
Magic
Story Magic
Combat Magic
Character Creation
Talents
Appendix

Fated Hand

Version 1.0

Fated Hand is a high-stakes tabletop game role-playing where every turn is a gamble, and you are always one hit from death.

Inspired by tactical video games such as Advance Wars and Fire Emblem, Fated Hand brings fast-paced strategy to the tabletop.

Fated Hand disposes of the traditional spell-slot-based magic in favor of a dynamic and creative chord-based casting system.

Fated Hand is free-to-play and you are reading the complete text of the Game Manual. Thank you for your patronage, and welcome to the world of Fated Hand. Don't forget to share your thoughts and join the community on our Discord!


Overview

Fated Hand has a unique combat system based on death in a single hit, and variable turn order. To learn more, read the Combat section.

Fated Hand features an innovative branching class system, where you grow you character piece-by-piece. Read about this in the Classes section.

Magic in Fated Hand operates through Reagents, wisps of the mysterious forces which make up our world. Read about this in the Magic section.

If you would like to learn how to play the game, simply continue.


Character Attributes and Skills

Every character is defined by three Attributes. These Attributes determine your Base Statistics during combat, and your base chance to succeed on Skill Checks. The three Attributes are described below.

Character Attributes and their Associated Skills
Attribute Description Associated Skills
Brawn Strength and bulk.

Intimidation

Toughness

Athletics

Sleight Coordination and speed.

Acrobatics

Trickery

Handiwork

Mind Quick thinking and ability to see opportunities.

Investigation

Knowledge

Rhetoric

Skill Checks

In the course of your adventures, your character will attempt to overcome challenges. When your chances of success are uncertain, the result is determined by a Skill Check.

When you perform a Skill Check, your Game Master will announce the Skill which is being tested and (secretly) determine a Difficulty. In order to succeed, your Power must meet or surpass the Difficulty. Compute your Power as follows:

  1. Your Base Power is equal the associated Attribute.
  2. Add +1 if you are Proficient in the Skill
  3. Play one Hand Card, and add its power to compute your final Power

So overall, you succeed a Skill Check if your Power >= Difficulty, where Power = Attribute + Proficiency Bonus + Played Card.

Cards

In Fated Hand, every player has a standard deck of 52 playing cards. When you begin your session, draw the standard Hand Size of 4 Cards. You will spend one of these cards each time you make a Skill Check. When you have no cards left, draw cards from your deck up to your Hand Size. Keep the spent cards in a separate, face-up Discard Pile. When your deck is empty, shuffle your Discard Pile and replace your empty deck. At the of a session, discard all your cards and shuffle your deck.

Each card has a power when played as part of a Skill Check. This power is not the same as the number on its face. The powers for cards are described in the table.

Card Power
Card Power
Ace, 2, 3 +0
4, 5, 6 +1
7, 8, 9 +2
10, Jack, Queen +3
King +4

When Proficient in a skill, add +1 to checks with that skill.

For example, Joe makes an Investigation Check to detect traps in a hallway. He has 1 Mind, so he receives a Base Power of 1. He is Proficient in Perception, so he receives a +1 Proficiency Bonus. He plays the 7 of Spades and therefore adds +2 Card Power, bringing his total to 4 Power. The GM knows the Difficulty was 4, so Joe succeeds on the Investigation Check.

Topdeck Checks

The GM may occasionally request a "topdeck check". This occurs in a situation where a character would need to make the check instantly, and have no control over how much effort they put into the check. To do this, play the top card from your deck and follow all other rules for Skill Checks.

Mid Combat Checks

Occasionally in combat, a player may want to make a Skill Check, but being in combat, they will have used most of their cards. In this case, the player may draw two cards, and must play one of these in the Skill Check. Discard the other card.


Combat

One of the key features of Fated Hand is the tense combat which marries strategy and risk-taking to create dramatic battles.

Geometry

Combat in Fated Hand takes place on a grid of square Tiles. Each Tile is roughly three feet or one meter in width. A Tile is Adjacent to the eight surrounding tiles on its sides and corners.

Every creature occupies one Tile and may not enter the Tile occupied by another creature (unless otherwise specified).

Combat Statistics

The performance of your character in battle is primarily determined by three Combat Statistics, abbreviated as Stats. These are Strike, Defense, and Speed. The table describes each Stat and what it does for you.

Combat Stats Overview
Stat Description Base Power
Strike Your agility and accuracy with your blade. A greater power is more likely to overwhelm your opponent's Defense. Sleight
Defense The completeness of your guard. A higher power requires a higher Strike to be overwhelmed. Brawn
Speed Your quick reactions and economy of action. Allows you to move earlier in the Initiative Countdown, and directly influences your Movement per turn. Mind

Determining Combat Power

Each stat is defined by the relationship Stat = Base Power + Arm Power + Stance Bonus + Class Bonus + Card Power - Handicap.

Your Base Power in a Stat is the Base Power of the associated Attribute. Your Arm Power is defined by your equipped Arm and can be found in Arms List. Your Class Bonus is determined by your class and can be found in the Class List. Your character sheet has a place for each weapon where you should sum these together, since they can only change when you Promote.

Your Card Power is the Power of the card you played for this Stat. You will play three cards during each Planning Phase, one for each Stat. The battle mat has marked spaces for these cards.

Your Stance may add a modifier to a Stat. These are detailed in the Stances section.

Handicap is a negative modifier to a Stat. These are detailed in the Handicap section.

Flow of Battle

This section describes all the steps to engage in battles in the world of Fated Hand.

Battles consist of a series of Rounds, each Round of lasting roughly four seconds.

Beginning Battle

When combat begins, discard your hand and all Reagents. You may shuffle your discard pile back into your deck at this time. Then draw Hand Size cards (remember, the standard Hard Size is 4 cards).

Planning Phase

The first phase of every combat round is called the Planning Phase. When this phase begins, all players draw cards up to their Hand Size, and draw Reagents equal to their Reagent Draw Rate.

Consult your cards, perks, and arms, then decide how your character will act during this turn. Players should not speak out of character regarding their plans.

There are three things you will choose during the Planning Phase.

  1. Your Stance. Read the Stances section to learn about this.
  2. Your Equipped Arm and Offhand Arm for this turn. Read the Arms section to learn about this.
  3. Your Combat Cards. You will play three cards, one card applying to each Stat.

After you have done this, sum up your Stats as described in the combat statistics section above. We suggest using three d12 dice as markers for these numbers, turning them so that each of your three Stats is displayed.

When all players indicate they are ready, the GM will end the Planning Phase and begin the Initiative Countdown.

Initiative Countdown

The order in which creatures take their turns is not fixed, and is determined by the Initiative Countdown.

At the top of a Round, the GM will count down from a sufficiently high number (often 10 or 15). When the GM has counted down to a power at or below a creature's Speed, that creature may take their turn. A player taking their turn announces so by exclaiming "To action!". If two players declare their turn at the same time, they should decide the order amongst themselves. The GM will announce and take turns for non-player creatures.

Basic Actions

A few basic Actions are available to all characters. During their turn, a creature may take as many Actions as they like, and may take one Primary Action.

Move

Each turn, a you may move a total number of tiles equal to your Movement value.

Every character gains Base Movement equal to 1/2 Speed, rounded up.

Move to adjacent open Tiles, paying 1 Movement each, until you run out of Movement for the turn or decide to stop.

Attack

As a Primary Action, you may Attack a creature.

Target a creature within the range of your chosen attack. Unless otherwise specified, melee weapons have a range of 1 Tile, meaning they can target opponents adjacent to you.

When you Attack, the target may Defend. If your Strike power is at least two greater than the Defense power of the target, you succeed. If the target chooses not to Defend, you succeed by default.

If no other success outcome is specified, you Hit. Remove one Hit Point from the target.

Defend

When you are Targeted by an Attack, you may Defend.

During this Action, you use your Defense to protect yourself.

After the Attack, if your Defense was greater than the attacker's Strike by two or more you may Riposte against the attacker.

Riposte

Make an Attack against the target. This cannot create an Engagement. If this is a melee attack, make it with +2 Strike.

If successful, the target suffers 1 Strike, Defense, and Speed Handicap.

Haul

On your turn, you may Haul an adjacent object or Incapacitated creature less than or approximately equal to your body weight.

Move the target to any other open Tile adjacent to yourself. Pay 1 Movement when you do this.

Rest

As a Primary Action, if you have moved at most 1 Tile and Cast at most one time during this turn, you may Rest.

Clease a total of 2 Handicap from yourself.

Hit Points

All creatures have 1 Base Hit Point. If a creature loses all their Hit Points, they are Incapacitated. That creature immediately ends their turn, may not take any actions, and cannot be Targeted. Incapacitated creatures remain on the field and continue to occupy their Tile.

Stances

Every Planning Phase, you must chose a Stance. Your Stance represents what your character is focusing on during that round. Place your Stance Marker your Combat Card which applies to the Stat your chosen Stance improves. The table below describes the stances.

Combat Stances
Stance Strike Defense Speed
Aggressive +2 -1 +0
Defensive -l +2 +0
Balanced +0 +0 +1

Handicap

Handicap represents non-incapacitating effects and damage to a creature, such minor wounds, burns, and falling prone.

Handicap may be applied to each Stat independently. Handicap is represented by coins stacked beside the associated Stat on the battle mat.

These coins act as a "weight" upon the Stat, each subtracting one power.

Handicap can be slowly Cleansed by Recovery.

Recovery

At the end of each round, if you did not suffer any non-self-inflicted Handicap you may cleanse 2 Handicap from any one Stat.

Engagement

When two or more characters stand opposing one other, locked in battle, they are said to be Engaged. When one character attacks another in melee, this creates an Engagement between the two. When either creature moves, the Engagement is broken. At this time, their opponent may attempt a Riposte targeting the creature breaking the Engagement.

Engagements are multi-lateral, so it is common for a creature to be Engaged against multiple opponents at once.

Retreat

A party may Retreat under the following conditions. Half of the active party members, rounded up, must agree to the Retreat attempt.

When the party attempts a Retreat, all enemies may attempt a Riposte against any party member they can target. If any of these Ripostes succeed, the Retreat fails.

On a successful Retreat by the players, the narrative continues following the largest group of party members. The GM should make an effort to reunite the party, even at the expense of some credulity.

A failed Retreat has no effect other than the effects of the Ripostes which it triggered. The failing party may not attempt another Retreat until a creature has taken at least one further action.

Effective Range

Ranged Attacks have an Effective Range. This is the absolute perfect range at which to launch this attack. When you attempt a Ranged Attack, the effort suffers -1 Strike for every Tile the target is outside Effective Range.

Having the high ground is beneficial for ranged weapons. When at a higher elevation than the target, gain +1 Strike.

Line of Sight

Unless otherwise specified, targeting spells and ranged weapons requires clear Line of Sight. This requires any point on your Tile to connect to any point on the target's Tile, without passing through an obstruction.

Walls, creatures, and detritus all obstruct Line of Sight. Incapacitated creatures do not.

Exclusive Perks

Some Perks are Exclusive Perks. Exclusive Perks alter or replace an action in some way. They often represent a special type of attack or movement. Because they significantly alter the Action to which they apply, only one Exclusive Perk may be used during the course of any Action.

Exclusive Perks are annotated with (E) after their title in the Perk List.

Traits, Class Arms and Armed Perks

Every class has a list of Traits called Class Arms. These are the types of weapons with which that Class is associated. You are not restricted to using weapons in your Class Arms. However, many Perks which may be gained from a Class make use of Arms in some way. These are called Armed Perks. These may only be used when a player is wielding one of their Class Arms.

For example, a Brawler wielding a Club could make use of any known Perk, because a Club is Simple. However, if he were wielding a Battle Axe, he could not make use of any Armed Perks. If the Brawler were to promote to Berserker, his Class Arms would now include Medium Arms, and he would thus be able to use the Perks he learned as a Brawler while wielding a Battle Axe.

Most Arms have multiple Traits. Only one Trait needs to be listed in a classes's Class Arms for that Arm to be usable by that class.

Armed Perks are annotated with (A) after their title in the Perk List.

Stealth

The Rogue and Assassin classes have access to mid-combat Stealth. These classes accrue Stealth Power each turn. The amount of Stealth Power gained depends upon circumstantial factors such as whether they are locked in an Engagement.

During their Planning Phase, or on their turn, a creature with non-zero Stealth Power may Sneak.

Sneak

Roll 1d12. If the rolled value is less than or equal to your Stealth Power, become Hidden. Otherwise, reduce your Stealth Power by 3.

Once Hidden, a character has successfully broken any visual tracking on themselves and can create tactical opportunites using their high maneuverability.

A Hidden character cannot be targeted.

Hidden characters may move through and remain inside tiles occupied by other creatures. When a hostile creature and a Hidden creature occupy the same tile, roll 1d12. If the result is greater than or equal to the Hidden creature's Stealth Power, they are Revealed.

At any time, a Hidden creature may Reveal themselves and make a surprise Riposte targeting an adjacent creature.

Revealed creatures who share a Tile with another creature can no longer so do, and must move to an adjacent Tile, paying no Movement cost.

During your Planning Phase, if you are not Hidden, gain Stealth Power as follows:

  1. Base Stealth Gain = Speed / 2
  2. Not Engaged: +2 Power
  3. No hostile creature within 2 Tiles: +2 Power

If you are Hidden when you start your Planning Phase, lose 1 Stealth Power.

All creatures begin battle with zero Stealth Power.


Classes and Progression

Every character in Fated Hand belongs to a Class. A Class adds some modifiers to combat Stats, and grants access to an array of game-changing Perks.

The Class Tree composes all of the Classes into a hierarchy. Classes within the tree are arranged into Tiers. Higher Tier classes are advanced versions of those which precede them, and can only be reached by completing lower-Tier classes.

Every character begins their adventure as a Level 0, Tier 0 Novice. The Novice is the only Tier 0 Class, and has no associated Perks or special rules. Characters start in this state to give players a chance to learn the basic rules of the game before dealing with more complicated mechanics.

Every class has an associated Perk List. This is a list of abilities a character may learn as they advance as that Class. The Perk List of a characters's Class is their Perk List.

Advancement

A character advances one level when the GM determines they have made meaningful progress in their adventure.

The process for advancement is described below.

  1. If you have gained half or more of the Perks in your Perk List, you may Promote. If you choose to Promote, follow the rules on Promotion below.
  2. Choose a Perk you do not already have from your Perk List or the Perk List of any Class you have ever been.
  3. Record important information about the Perk on your Character Sheet.
  4. You have now advanced one level. You may now use the selected Perk.

Promotion

Promotion is process by which a character becomes a new Class. A character may Promote when they advance a level, and have gained half or more of the Perks in their Perk List.

The steps to Promote are described below.

  1. Select a new Class to become. You may select any Class which is listed in the Promotion List of your Class or any Class you have ever been.
  2. Gain the Class Perk associated with your new Class, indicated in the top-right of the class's card.
  3. Change the Class Bonuses on your Character Sheet to those of your new Class. Re-calculate any values on the sheet which depend on your Base Stats.
  4. If you are not Promoting to a magical class, gain a new Talent from the Talents List.
  5. If are Promoting into a magical class, learn a number of Story Spells equal to the Tier of your new Class plus 1. Record them on your Character Sheet.
  6. You have now Promoted, and you are now your new Class.

Class List

Below is a list of all Classes and their pertinent information.

Visual tree of the Fated Hand classes.

Novice

The adventurer freshly minted.

Class Arms:

Promotions: Student, Scout, Lout, Ruffian

Beginner's Luck

Beginner's Luck

You have +1 Creativity

Student (T1)

Apprentice to the arcane arts.

Class Arms: Light, Arcane, Dark

Promotions: Scholar, Mystic

Quick Footed

Quick Footed

After you make a ranged attack, you may Move up to 1 Tile for free.

Aptitude

Aptitude

You carry a special talent with regard to a field of magic. Choose a magic type (Spell, Hex or Miracle). You require only 2 Knowledge Points to learn magic of this type.

Quiet Study

Quiet Study

During your Planning Phase, if no enemy creatures are adjacent or Engaged against you, flip a coin. If heads, draw 1 Reagent.

Inspiration

Inspiration

Once per battle, you may discard both your Main Hand and Reagents. Then, draw Main Hand Size + Reagent Hand Size cards, and distribute them between both your hands as you like.

Reagent Hand Size: 2

Reagent Hand Draw Rate: 1

+1 Magic Strike

+1 Speed

Scout (T1)

Sharp eyed and quick fingered.

Class Arms: Light, Ranged

Promotions: Hunter, Rouge

Quick Footed

Quick Footed

After you make a ranged attack, you may Move up to 1 Tile for free.

Target Practice

Target Practice (A)

Each consecutive attack against the same target has +1 Strike.

Lucky Shot

Lucky Shot

When you have played two Combat Cards of the same power, one of your attacks during the Round may gain +2 Strike.

Keen Eye

Keen Eye (A)

Your attacks against targets with less Speed than your own gain +1 Strike.

+1 Strike

+1 Speed

Lout (T1)

Strong, long arms, but untrained and untested.

Class Arms: Light, Medium, Heavy

Promotions: Soldier, Guard

Counterblow

Counterblow (A)

After you successfully Defend, you may use your Primary Action to attempt a Riposte against your foe.

This may be done in addition to the standard Riposte.

Attentive

Attentive

You require one less Knowledge Point to attain proficiency.

Lucky Shot

Lucky Shot

When you have played two Combat Cards of the same power, one of your attacks during the Round may gain +2 Strike.

Perfect Deflect

Perfect Deflect (A)

Once per battle, when you Defend, you may gain +3 Defense against the current Attack.

+1 Strike

+1 Defense

Ruffian (T1)

What they lack in tact, they make up for in aggression.

Class Arms: Simple

Promotions: Brigand, Brawler

Pummel

Pummel (A)

After you Attack, if the target does not Riposte, they suffer 1 Defense Handicap and 1 Speed Handicap.

One-Two

One-Two (A)

After you Attack, you may immediately Attack a second time.

Haymaker

Haymaker (E)(A)

Once per encounter, you may make an Attack with +4 Strike. After this, suffer 2 Defense Handicap.

Grapple

Grapple (A)

After you Attack, if your target does not Riposte, you may Grapple the target.

Move the target onto a Tile adjacent to themself. If you attempt to move the target onto an obstructed Tile (wall or other creature), the target instead suffers 2 Strike Handicap and 1 Speed Handicap.

If the obstruction is a creature, the creature suffers the same Handicap.

+1 Strike

+1 Speed

Scholar (T2)

The arcane master in training. What will they become?

Class Arms: Light, Arcane, Dark, Holy

Promotions: Mage, Witch

Spirit Fuel

Spirit Fuel (A)

When you target a creature standing in or adjacent to a Field Effect, you may consume the power of the Field Effect to strength your attack or spell. Remove the Field Effect, and gain +2 Strike and +2 Magic Strike during the associated action.

Studied Spells

Studied Spells (A)

You are well-trained in the art of studying and extending academic skills. When you cast a spell which you have both mastered and may access in another way (such as from a catalyst), the spell is stronger. Gain either +2 Magic Strike, +2 Defense, or +3 Speed during the casting of the spell.

Mobile Intellect

Mobile Intellect

Every 3 tiles of you move, draw an Reagent. Retain any remainder movement for future turns.

Example: Joe moves 2 tiles on turn 1 and 1 tile on turn 2. Joe now draws 1 Reagent. Ex 2, Greg moves 2 tiles on turn 1, 0 tiles on turn 2, and 1 tile on turn 3. Greg cannot draw an extra Reagent.

Arcane Riposte

Arcane Riposte (A)

When you defend successfully, draw one Reagent. You may cast one spell immediately.

Sorcerous

Sorcerous

When you draw an Reagent in your Star Suit, you may draw another card.

Deep Recall

Deep Recall

Once per battle, select up to 1/2 Reagent Hand Size cards from your Discard and place them into your Reagent Hand.

Reagent Hand Size: 4

Reagent Hand Draw Rate: 2

+2 Magic Strike

+1 Speed

Mystic (T2)

Tawdry purveyor of fortunes and foibles. Are their ravings truth, or madness?

Class Arms: Light, Dark, Holy

Promotions: Witch, Cleric

Dark Gate

Dark Gate

Once per battle, on your turn, you may disappear and materialize on a Field Effect you created. If this breaks an Engagement, your counterparty cannot Riposte.

Insight

Insight

Once per turn, on your turn, you may pay 1 Movement Cost in order to reveal the Stats and Perks of a targeted creature.

Arcane Riposte

Arcane Riposte (A)

When you defend successfully, draw one Reagent. You may cast one spell immediately.

Sorcerous

Sorcerous

When you draw an Reagent in your Star Suit, you may draw another card.

Unsettling Gaze

Unsettling Gaze

At the end of your turn, the visible enemy which you have most recently targeted, or failing that, the nearest enemy, takes 1 Strike Handicap and 1 Speed Handicap.

Foresight

Foresight

At any time, you may inspect the top Reagent Hand Size cards in your deck.

Reagent Hand Size: 5

Reagent Hand Draw Rate: 1

+1 Magic Strike

+1 Defense

+1 Speed

Mage (T3)

The sonorous voice belies a depth of arcane power.

Class Arms: Light, Arcane

The Stars Aligned

The Stars Aligned (A)

When you Cast a spell, using only Reagents of your Star Suit, the stars are aligned with you! Gain +1 Magic Strike for the spell. If the spell deals any effects, double them. Finally, if the spell creates Field Effects, roll 1d4 for each Reagent spent on the spell. Place this many extra Field Effects adjacet to those created by the spell. Any which cannot be placed in this manner are not created.

Lecturer

Lecturer (A)

When you cast a spell costing two or more Reagents, your allies within Two Tiles may draw One Reagent.

Quickdraw

Quickdraw (A)

Once per turn, you may Change Arms directly before you target an Attack, in addition to the customary Change Arms you may perform during the Planning Phase.

Warding Cloak

Warding Cloak (A)

At the end of your turn, cleanse a number of Handicap equal to 1/2 Reagents spent on that turn, rounded down.

Maleficient Sophistry

Maleficient Sophistry (A)

When you target a creature which has no magic and no magical defense with a magical attack, gain +3 Magic Strike.

Last Word

Last Word (A)

When you lose your last Hit Point, make a dreadful parting incantation. Immediately cast any spell may cast, and bring your foe to the next life alongside you.

Wordless Incantation

Wordless Incantation (A)

One of your Strike, Defense, or Speed cards may be used as a Reagent each turn

Mental Arithmetic

Mental Arithmetic (A)

At the end of your turn, you may return one of the spent Reagents from that turn to your Reagent Hand instead of discarding it.

Reagent Hand Size: 4

Reagent Hand Draw Rate: 2

+3 Magic Strike

+2 Speed

Witch (T3)

Delving into the occult is healthy for no mind, but the Witch's seems to have held out to this point. How far can they continue?

Class Arms: Light, Medium, Dark

False Destiny

False Destiny

Once per battle, when a creature attempts an action, you may look into the branching paths of fate and choose another line. Force that creature to make all new Stat rolls / play new Stat cards, then select which Stats they may keep from both the new and old options. The creature then attempts the action again.

If the creature on whom you used False Destiny exits the battle (by death or retreat), flip a coin. If heads, you regain a use of False Destiny for this battle.

Defiled Earth

Defiled Earth

When a hostile creature passes through a Field Effect created by you, draw 1 Reagent. You may immediately Cast a spell which using that that card (possibly alongside others). This perk may be triggered only once per hostile action.

Conjurer's Hat

Conjurer's Hat (A)

When you Cast a spell which summons a creature, you may pull a second small creature out of your magic conjurer's hat. Place this new creature adjacent to yourself, it is also one of your controlled summons.

You may summon either a Rabbit or a Newt. The Rabbit has your Magic Strike, 2 Defense, and 5 Movement. The Newt has your Magic Strike, 3 Defense and 3 Movement. In addition, the Newt is immune to all Field Effects and magical effects of any form

Illusory Visage

Illusory Visage (A)

When you are attacked by a creature which knows no magic (or cannot otherwise pierce your illusory veil) gain +2 Defense.

Fortunes Foretold

Fortunes Foretold

At the beginning of your turn, you may reveal the top two cards of any one adjacent ally’s deck.

Fate Transposed

Fate Transposed

Whenever you inflict a Handicap on any creature, you may transfer up to 2 Handicap from any creature within 2 tiles of yourself to any other creature within the same range (self included).

The Stars In Retrograde

The Stars In Retrograde (A)

Cards of your Star Suit may be regarded as +1 or -1 of their number (so, a 5 may also be a 4 or a 6), and face cards of your Star Suit are wild.

Unbroken Incantation

Unbroken Incantation (A)

When you spend Reagents to cast spells, those same Reagents may be used to cast other spells on the same turn.

Reagent Hand Size: 7

Reagent Hand Draw Rate: 1

+2 Magic Strike

+2 Defense

Cleric (T3)

This world is a fallen one, but the Cleric is determined to see it rise again! Their mastery of the holy word is complete.

Class Arms: Light, Medium Holy

Blessed Blade

Blessed Blade (A)

You may create and maintain a number of Blessings equal to your Tier - 2. Outside of battle, you may apply a Blessing to any Arm to which you have access (including those of your consenting allies). When you do this, select a spell you know which costs 2 Cards or less. You imbue this spell into the Arm. Every turn, during the Planning Phase a wielder of this Arm, must flip a number of coins equal to the number of Reagents the Blessing Spell costs. If all the coins land on heads, the wielder may cast the spell, free of charge, on their turn.

Denunciation

Denunciation

As your Primary Action, you may Denounce your enemies. Select a 3x2 rectangle, two corners are diagonally adjacent to yourself. Enemies within this area suffer 1 Strike Handicap and 1 Speed Handicap.

Restorative Aura

Restorative Aura

At any time on your turn, you may spend 1 or 2 Reagents to cleanse Field Effects around yourself. If you spend 1, remove the a Field Effect on your tile. If you spend 2, remove Field Effects from your tile and all adjacent tiles

Deus Vult

Deus Vult (A)

When you spend at least 1/2 Reagent Hand Size cards to cast miracles, your subsequent physical attacks on the same turn benefit from your Magic Strike.

Divine Oversight

Divine Oversight (A)

When you have less than 4 Reagents in your hand, gain +2 Defense.

Martyrdom

Martyrdom

When you are struck down, draw 2 Reagents, and hand your entire Reagent Hand to your nearest ally. They may hold on to these cards as long as you remain unconscious, and may spend them to cast magic you know, or enchanted on their equipment.

As It is Written

As It Is Written

Automatically learn the Stats of any creature adjacent to you.

Wordless Incantation

Wordless Incantation (A)

One of your Strike, Defense, or Speed cards may be used as a Reagent each turn

Righteousness

Righteousness

At the start of your turn, you may cleanse a number of Handicap from yourself and adjacent creatures equal to 1/2 Reagents in your hand, rounded up.

Reagent Hand Size: 7

Holy Magic

+2 Strike

+2 Magic Strike

Soldier (T2)

Skilled in sword and bow, the Soldier has honed a degree of martial prowess.

Promotions: Man-At-Arms, Duelist

Class Arms: Simple, Light, Medium, Heavy, Ranged

Upper Hand

Upper Hand (A)

When you are attacked, and the difference between your Strike and theirs is two or greater, you may immediately Riposte before resolving the original attack.

Pursuer

Pursuer (A)

When an enemy with which you are Engaged breaks the Engagement, before or after you attempt a Riposte, you may optionally follow your target a number of tiles up to your Maximum Movement (this consumes no Movement).

Feint

Feint (E)(A)

Once per turn, when you attack in melee, reveal the cards and Stats of your opponent. You may choose to cancel your attack, after revealing this information.

Think Fast

Think Fast

Whenever anyone other than yourself is disarmed or drops an object adjacent to you, you may grab the object out of the air and immediately wield it. If it is a weapon, you may make one immediate free attack. If multiple creatures attempt to employ this perk in competition, break the tie by Speed and then Base Speed and then a coin flip.

Studied Sword

Studied Sword

Gain +2 Strike, +2 Defense when opposing a creature using a weapon in which you have Proficiency.

Tactical Maneuver

Tactical Maneuver (A)

After you attack or defend, but before any Ripostes occur, you may move one tile in any direction. If you move out of the enemy’s range, the engagement is broken. If you were the attacker, you have +2 Defense against the resulting Riposte. If you were the defender, neither can Riposte.

+2 Strike

+1 Defense

Guard (T2)

At the point of spear and brunt of shield, the Guard brings learned caution to the battlefield.

Promotions: Man-At-Arms, Bone-Breaker

Class Arms: Simple, Medium, Heavy, Great

Staunch

Staunch

When you successfully defend, cleanse up to 2 Defense Handicap after the Riposte is decided.

Press Forward

Press Forward (E)(A)

When you attack in melee, and your opponent fails to Riposte, you may shove them one tile away from you, and optionally follow them maintaining the same distance. If this would move them into a wall, they suffer 2 Strike Handicap and 2 Defense Handicap. If they would move into another creature, the creature behind them suffers the same.

Bulwark

Bulwark (A)

When you are targeted in melee, your attacker immediately takes 1 Speed Handicap.

Hammer and Anvil

Hammer and Anvil (A)

Once per Engagement, when your ally attacks an enemy with which you are Engaged, from a direction different than that from which you are Engaging them, that ally gains +3 Strike.

Crushing Counter

Crushing Counter (E)(A)

Your Riposte deals double the normal effects.

Proactive Defense

Proactive Defense (A)

When a creature moves into a Tile you could target with a melee Attack, you may attempt an immediate Riposte against them.

If this is successful, their Movement is reduced to 0 for this turn.

+2 Defense

+1 Strike

Brawler (T2)

Eschewing martial weapons and armor, the Brawler subtitutes with speed and violence.

Promotes: Chieftain, Monk, Bone-Breaker

Class Arms: Simple, Light

Overhead

Overhead (E)(A)

When you attack a creature with any Stat less than 1, gain +3 Strike.

Straight Lunge

Straight Lunge (E)(A)

When you attack in melee from Aggressive Stance, you may move up to one tile toward your target while doing so. If you do this, gain +1 Strike.

Uppercut

Uppercut (E)(A)

Before you attack, you may optionally take 2 Defense Handicap and 1 Speed Handicap. If you do this, gain +2 Strike for this attack. If the attack strikes the target, cleanse the Defense Handicap you gained from this perk.

Low Blow

Low Blow (E)(A)

After you attack, but before your opponent may Riposte, your opponent takes 2 Handicap in the stat of your choice, and you take half of the same in the same Stat.

Pugilist

Pugilist (A)

Once per encounter, on your turn, cleanse every Handicap on your character. After this, suffer the amount of Handicap which would be inflicted by your current level of Exhaustion.

Relentless

Relentless (A)

When an adjacent creature suffers a Handicap, you may cause the creature to suffer an additional 1 Strike Handicap or 1 Speed Handicap as you choose.

+2 Strike

+1 Speed

Hunter (T2)

Their flying steel backed by killer instinct, the Hunter locks onto openings and rains death from afar.

Class Arms: Light, Ranged

Promotions: Assassin, Sniper

One-Two

One-Two (A)

After you Attack, you may immediately Attack a second time.

Field Medicine

Field Medicine

When no enemies are within 2 Tiles of yourself, may cleanse 2 Handicap total on you or any adjacent ally.

Ricochet

Ricochet (E)(A)

When you make a ranged attack at Effective Range, your shot splinters away to also strike any opponent within two unoccupied tiles of your target.

Suppressive Fire

Suppressive Fire (A)

Whenever a creature moves into or out of your Sighted tiles, you may make a ranged Riposte against them.

Follow Up

Follow Up (A)

Whenever a creature within or adjacent to your Sighted tiles is attacked by someone other than yourself, you may follow-up with an attack of your own. Add 1/2 Strike to their attack, rounded down. If the target is merely adjacent to the Sighted tile, add 1/4 Strike, rounded down.

Sighted In

Sighted In

During your Planning Phase, place your Sighted marker on any visible tile. Ranged Attacks you make against creatures standing there gain +1 Strike.

When a creature moves into your Sighted Tile, you may attempt a ranged Riposte targeting them.

+1 Strike

+2 Speed

Rouge (T2)

Most men kill and die loudly, but the Rouge's silence is their greatest asset. They strike and escape before their presence is even known.

Class Arms: Light, Finesse, Ranged

Promotions: Assassin, Duelist

Pickpocket

Pickpocket (E)(A)

Using your Primary Action, you may attempt to Pickpocket an adjacent target. They defend against an attack from you with bonus Strike equal to your Speed. If they fail, you take their valuables, weapon belt, or engage in other such mischief. Gain +1 Hand Size for the rest of the encounter. The maximum hand size you may achieve is this way 7.

When Hidden, you may perform this technique against a target sharing your tile without revealing yourself.

Poisoned Blade

Poisoned Blade (A)

On your turn, when you are not Hidden, at the cost of -1 Hand Size and 3 Stealth Power, you may Poison your blade. Place the lost hand card face down in front of you. After you Attack or Riposte (successfully or no), flip the card face up, and deal Strike, Defense, and Speed Handicap equal to that card’s power. This effect resolves before the target may attempt to Riposte.

When you attack with a face up Poison card, apply the same effects and discard the card.

Diversion

Diversion (E)

You maintain a stash of smoke grenades, flashbangs, and other tricks of the trade at all times. Once per turn, in place of your attack, at the cost of -1 Hand Size, you may throw one at a tile up to 2 Tiles from yourself. All creatures within the targeted tile and all adjacent tiles (3x3 square) suffer 1d4 Strike, Defense, and Speed Handicap (roll each stat independently).

Tip Off

Tip Off

On your turn, once per turn, at the cost of -1 Hand Size, you may scope out the field and inform an ally with 3 Tiles of key intel. Place the lost card face down above one of the card slots of your chosen ally. On their turn, your ally flips the card and adds the greater of its power and 1d4 to that Stat. The ally receives the same bonus from the face up card on the turn following, but after that it is discarded back to your discard pile.

Disarm

Disarm (A)

When you successfully Riposte, and the difference between your Strike and theirs is 3 or greater, you may Disarm your opponent, alongside any other effects your Riposte should apply. Their weapon may be thrown to any tile adjacent to either of you, as you choose. At the cost of -1 Hand Size, you may Disarm them even if your Riposte was unsuccessful.

Hidden Fang

Hidden Fang

Gain access to Stealth

When you successfully Riposte, flip a coin. If heads, triple the effects, and force your target to discard 3 Reagents.

+1 Strike

+2 Speed

Brigand (T2)

In seedy taverns and on quiet country lands lies the Brigand. Their cunning and ruthlessness serve them better than any training could.

Class Arms: Light, Ranged

Promotions: Chieftain, Berserker

Bandit Strike

Bandit Strike (E)(A)

When you attack or successfully Riposte a target and the difference between your Speed and theirs is 2 or greater, you may disarm them instead. Their weapon flies one or two tiles determined by a coin flip, and in a random direction determined by the roll of a d8 die.

Dirty Trick

Dirty Trick (E)(A)

As your Primary Action, you may throw sand or any object from your pockets at an opponent up to two tiles away. They defend against an attack from you with +7 Strike, if they fail, the defender takes 1d4 Handicap in a random stat.

Reckless Abandon

Reckless Abandon

At any time on your turn, you may discard and re-draw one Hand Card. When you do this, take 1 Handicap in any stat.

Rationing

Rationing

Whenever you cleanse any amount of Handicap, an adjacent ally may cleanse one as well. (any Stat)

Disposable Armament

Disposable Armament

Your underhanded tactics can damage your weapons and armor. In any interaction, you may Break one piece of your current equipment in order to gain double its normal benefits during one action. The possibility and manner to repair broken equipment is left to the GM.

Skirmish

Skirmish

During your Planning Phase, if no enemies are adjacent to you, gain +1 Strike and +1 Speed for the rest of the Round.

You may break out of any Engagement at the cost of suffering 1 Speed Handicap, ignoring other consequences (such as Ripostes).

+2 Strike

+1 Speed

Man-At-Arms (T3)

A paragon of martial prowess, the Man-At-Arms is a fearsome threat in the melee.

Class Arms: Light, Medium, Heavy, Great, Ranged

Practice Drills

Practice Drills

You have +1 Hand Size

One-Two

One-Two (A)

After you Attack, you may immediately Attack a second time.

Quickdraw

Quickdraw (A)

Once per turn, you may Change Arms directly before you target an Attack, in addition to the customary Change Arms you may perform during the Planning Phase.

Chasing Slice

Chasing Slice (E)(A)

When you target a ranged weapon attack, you may follow up with a rushing melee attack. Move up to 2 tiles for free toward your target, then close the rest of the distance paying the normal Movement Cost. Target a melee attack against the defender. They finally defend against a combined melee + ranged attack with Strike equal to the Ranged Attack + 1/2 Melee Attack. The defender may never Riposte when this Perk is used.

Adaptable

Adaptable

You may swap your stance at the end of your turn. Take 1 random Handicap at this time.

Total Focus

Total Focus (E)(A)

You may use this technique when you attack. Ignore all Strike Handicap from which you presently suffer.

Pitched Battle

Pitched Battle (A)

Whenever you attack or defend, after resolving effects, the opposition suffers 1 Strike Handicap and 1 Defense Handicap.

Swordplay

Swordplay

When you are attacked in melee (before resolving the attack) your attacker takes 1 Strike Handicap and 1 Defense Handicap.

+2 Strike

+2 Defense

Duelist (T3)

Light on their feet and master of the blade, the Duelist's powerful riposte is to be feared.

Class Arms: Light, Finesse

Practice Drills

Practice Drills

You have +1 Hand Size

Blade Lock

Blade Lock (E)(A)

On your turn, using your Primary Action, you may lock blades with an Engaged opponent. Both of you take 2 Defense Handicap and 1 Strike Handicap, and any other creature Engaged against that same opponent may attempt an immediate attack or Riposte.

Astonish

Astonish (E)(A)

On your turn, using your Primary Action, you can perform an incredible feat of skills at arms, acrobatics, or any other flamboyant display. All opponents adjacent to you become Engaged against you.

Relentless Offense

Relentless Offense (A)

When you strike down a creature, you can move into your their space and make another attack.

Dirty Trick

Dirty Trick (E)(A)

As your Primary Action, you may throw sand or any object from your pockets at an opponent up to two tiles away. They defend against an attack from you with +7 Strike, if they fail, the defender takes 1d4 Handicap in a random stat.

Narrow Flank

Narrow Flank (A)

When you and your attacker are in line with a wall, gain +2 Defense shared adjacent wall.

Example: John and Gabe stand against a wall and are fighting eachother. Gabe attacks John and since John and Gabe are next to a wall, John gains +2 defense.

Opportunist

Opportunist (A)

When an opponent with which you are Engaged changes weapons or attacks anyone other than yourself, you may make an immediate Riposte against them.

Deadly Riposte

Deadly Riposte (A)

Your Riposte can deal direct Hits instead of simply applying a Handicap when it is successful.

If you make use of of both this Perk and Hidden Fang multiply your Strike by 1.5 in place of the effect from Hidden Fang.

+3 Strike

+1 Speed

Berserker (T3)

The Berserker's rage knows no bounds. None can match the might of the axe.

Class Arms: Medium, Heavy, Great

Pillager Charge

Pillager Charge (E)(A)

When you use this technique, an adjacent opponent defends against an attack from you with +4 Strike, if successful, you pick up the target and charge, carrying them over your shoulder any number of tiles you can move in the direction from which you first grabbed them. This movement costs the ordinary movement cost.

Mayhem

Mayhem (E)(A)

When you use this technique, your melee attack also targets creatures (including allies!) on tiles which are adjacent to you both you and your target.

Dive Tackle

Dive Tackle (E)(A)

After you use this technique, suffer 3 Strike, Defense, and Speed Handicap. An adjacent opponent defends against an attack with +4 Strike. If successful, they suffer the same effects you suffered to use this technique.

Blood Thirst

Blood Thirst

When you kill a creature in melee, you drink their blood. Clear all your Handicap in 1 Stat.

Din of Battle

Din of Battle (A)

You gain bonus Strike equal to the number of enemies within a radius extending from you to your nearest ally, with a maximum radius of 4 Tiles.

No Mercy

No Mercy (A)

Gain a stacking bonus of +1 Strike, +1 Defense, and +1 Speed for each successive turn on which you have attacked. If you do not attack on a turn, or any opponent attempts a Riposte against you (even if it is unsuccessful), this stacking bonus is lost and begins counting again from zero.

Pugilist

Pugilist (A)

Once per encounter, on your turn, cleanse every Handicap on your character. After this, suffer the amount of Handicap which would be inflicted by your current level of Exhaustion.

Berserk

Berserk

When you lose your last Hit Point, do not go down. Instead, if you have not taken your turn this round, do so now. Then (unconditionally), immediately take another bonus turn before falling unconscious. If the encounter ends during this time, you regain 1 Hit Point.

+3 Strike

Monk (T3)

The Monk has honed fist and wit into a weapon to parallel the greatest. Beware these wily tactics.

Class Arms: Simple

Practice Drills

Practice Drills

You have +1 Hand Size

Sweep The Leg

Sweep The Leg (E)(A)

When you do not move before you attack and the sum of your Strike and Speed meets or exceeds the sum of your target’s Defense, and Speed you may Trip them. They take 1 Attack Handicap, 1 Defense Handicap, and 2 Speed Handicap.

Meditate

Meditate (A)

When you hold your turn for a length of time such that 2 opponents take their own turn, or such that you move last (and were not last in the order already), you meditate. Cleanse one Handicap in each stat, and gain +1 Hand Size. You may only gain up to +2 Hand Size from this perk, and a maximum of 7 in general.

Hip Throw

Hip Throw (E)(A)

You may employ this technique when you are attacking or defending not more than 1 Size larger than your own. Gain +2 Strike. If your Strike or Riposte is successful, you flip the opponent over your hip and behind you. They suffer the effects of a successful Riposte, and are thrown one or two tiles behind you, as you choose. If they would strike another creature, that creature suffers the same effects.

Wall Runner

Wall Runner (A)

You are adept at using walls and obstructions to move in unpredictable ways. Each turn, you may move up to 2 Tiles of free movement adjacent and parallel to (along) a wall. While you are moving this way, gain +2 Defense. (such as against opportunity Ripostes)

Leap Kick

Leap Kick (E)(A)

When you move at least 1 Tile, you may employ this technique. You leap up to 2 Tiles toward your target, and attack them. Gain +3 Strike only for the purpose of calculating whether your opponent may Riposte. If your opponent fails to Riposte successfully, you may bounce away to any tile on an unobstructed path from your target within a 2 Tile radius.

Pressure Points

Pressure Points (A)

After you attack any opponent, they suffer 1 Speed Handicap. If their Defense is higher than your own, they additionally suffer 1 Defense Handicap.

Agile

+3 Strike

+2 Speed

Bone-Breaker (T3)

The Bone-Breaker lives in the twilight between man and beast. Towering and ferocious, they will not go down easily.

Class Arms: Simple, Medium, Heavy, Great

Chokehold

Chokehold (E)

You may use this technique when you attack a creature your Size or smaller, having not yet moved on this turn. Gain +2 Strike. If your target defends successfully, you have -1 Strike for the purpose of calculating their Riposte. If your attack is successful, you lock your target into a Chokehold.

While they are in your Chokehold, they cannot move, and they have -1 Strike. At the end of your turn, they suffer 1 Strike, 1 Defense, 1 Speed Handicap. If any Stat of theirs has a total of 3 Handicap, the target suffers a Hit. After this, the target is free of the Chokehold.

Pillager Charge

Pillager Charge (E)(A)

When you use this technique, an adjacent opponent defends against an attack from you with +4 Strike, if successful, you pick up the target and charge, carrying them over your shoulder any number of tiles you can move in the direction from which you first grabbed them. This movement costs the ordinary movement cost.

Dive Tackle

Dive Tackle (E)(A)

After you use this technique, suffer 3 Strike, Defense, and Speed Handicap. An adjacent opponent defends against an attack with +4 Strike. If successful, they suffer the same effects you suffered to use this technique.

Joint Lock

Joint Lock (E)(A)

You may use this technique when you are targeted by an attack. You have -1 Defense for the purpose of calculating your Riposte. If you Riposte successfully, do not apply the normal effects. Instead, your attacker suffers Handicap in a random Stat equal to their present power of that Stat.

Indomitable

Indomitable

You one Size larger, and gain +1 Defense against creatures smaller than yourself.

Mayhem

Mayhem (E)(A)

When you use this technique, your melee attack also targets creatures (including allies!) on tiles which are adjacent to you both you and your target.

Total Focus

Total Focus (E)(A)

You may use this technique when you attack. Ignore all Strike Handicap from which you presently suffer.

Flesh Wound

Flesh Wound

You have +1 Hit Point.

+1 Strike

+3 Defense

Sniper (T3)

Commanding the battlefield from afar, catching the Sniper in their nest is a feat nearly unheard of.

Class Arms: Light, Finesse, Ranged

Practice Drills

Practice Drills

You have +1 Hand Size

Quickdraw

Quickdraw (A)

Once per turn, you may Change Arms directly before you target an Attack, in addition to the customary Change Arms you may perform during the Planning Phase.

Relentless Offense

Relentless Offense (A)

When you strike down a creature, you can move into your their space and make another attack.

Liberty of Maneuver

Liberty of Maneuver (A)

When there are no enemies within 2 Tiles of yourself, and no allies adjacent to yourself, gain +1 Speed and when you attack, may treat yourself as being anywhere reachable within a 2 Tile radius of yourself.

Shrapnel

Shrapnel (E)(A)

You may use this technique when you attack at range. Gain +1 Strike. If successful, do not apply the normal effects. Instead, the target and creatures 2 Tiles behind them suffer 1 Strike and 2 Defense Handicap.

One-In-Hand

One-In-Hand (A)

You may freely reload 2 Movement worth of ranged weapons each turn.

Barrage

Barrage (A)

At the cost of -2 Hand Cards, you unleash several shots simultaneously. Target a number of ranged attacks at enemies within your Effective Range equal to the power of one of the spent cards.

Mind Map

Mind Map

Your knowledge of the battlefield grows. Place a sighted marker at the end of your turn; you are sighted in on this location. When you make a ranged attack against a creature standing there, the effective range of your weapon is expanded by 1 Tile. (both near and far limit) Your sighted markers do not go away, and remain for the entire encounter.

If you also have the perk, Sighted In then you gain both effects and are able to place 2 sighted markers at the end of every turn. Both of these markers remain for the encounter.

+2 Strike

+2 Speed

Assassin (T3)

A hardened, wily contract killer, the Assassin's repertoire of crafty tricks ensures they never fail to take their mark.

Class Arms: Light, Finesse, Ranged

Fade Away

Fade Away (A)

When you strike a Hit or Riposte successfully, gain 6 Stealth Power.

Contract Killer

Contract Killer (A)

When you strike a Hit, gain +1 Hand Size. Maximum 7.

Chokehold

Chokehold (E)

You may use this technique when you attack a creature your Size or smaller, having not yet moved on this turn. Gain +2 Strike. If your target defends successfully, you have -1 Strike for the purpose of calculating their Riposte. If your attack is successful, you lock your target into a Chokehold.

While they are in your Chokehold, they cannot move, and they have -1 Strike. At the end of your turn, they suffer 1 Strike, 1 Defense, 1 Speed Handicap. If any Stat of theirs has a total of 3 Handicap, the target suffers a Hit. After this, the target is free of the Chokehold.

Opportunist

Opportunist (A)

When an opponent with which you are Engaged changes weapons or attacks anyone other than yourself, you may make an immediate Riposte against them.

Mirage

Mirage (A)

When you attack and your opponent does not Riposte, you glide away like the shadow itself. You may move to any tile adjacent to your opponent. If you move to the opposite side of your opponent, this breaks the Engagement.

Wall Runner

Wall Runner (A)

You are adept at using walls and obstructions to move in unpredictable ways. Each turn, you may move up to 2 Tiles of free movement adjacent and parallel to (along) a wall. While you are moving this way, gain +2 Defense. (such as against opportunity Ripostes)

Execution

Execution (E)(A)

You have mastered the art of ending a life, and under certain circumstances you can employ these deadly techniques to instantly Hit an opponent, regardless of their Defense.

In order to Execute, you must be adjacent to the target and have 12 Execution Power against them. Compute your Execution Power as follows:

  1. Base Execution Power = 1/2 Your Strike
  2. Target is Engaged against you: -3 Power
  3. Allies Engaged against target: +2 Power each
  4. Handicap on your character: -1 Power each
  5. Handicap on the target: +1 Power each
  6. You are Hidden: +4 Power

You may Execute at most once per turn, and this does not consume your Attack

Killer Instinct

Killer Instinct

Gain access to Stealth.

When you smell blood in the air, your ruthless senses allow you act twice per round. After you have taken your turn, you may take another. Treat yourself as having -2 Speed for the purpose of determining your Initiative on this second turn.

If you fail to deal at least 1 Hit on this second turn, your killer instinct has failed. Suffer 2 Strike Handicap and 2 Defense Handicap, 2 Speed Handicap, and -1 Hand Size. If this would make any of your Stats negative, suffer 1 Hit.

+2 Strike

+3 Speed

Chieftain (T3)

Witness the Chieftain, proud and mighty survior of a hundred desperate battles.

Class Arms: Simple, Light, Medium, Heavy, Ranged

Innovative Techniques

Innovative Techniques (A)

Your intuitive understanding of the flow of battle runs deeper than most know. Once per turn you may take advantage of Two Exclusive Perks in a single action. After you do this, suffer 1 Handicap in a random Stat.

Opportunist

Opportunist (A)

When an opponent with which you are Engaged changes weapons or attacks anyone other than yourself, you may make an immediate Riposte against them.

Humble Student

Humble Student

A wise warrior neglects no sources of knowledge. You have a limited ability to imitate the techniques of your allies.

When you take your turn directly after that of an ally within 2 Tiles of yourself, you may take advantage of any one of the Perks they used on their turn, paying the ordinary costs and obeying the usual restrictions of that technique. You may not imitate the same ally two turns in a row.

Tactical Command

Tactical Command (Technique)

A swordsman knows the sword is an extension of his own body, but a leader knows the same of his men. In place of your Attack you may cause an adjacent ally to move up to 1 Tile and optionally make an Attack of their own.

Glint of Gold

Glint of Gold (Technique)(A)

Life has taught you that greed can be the most insidious of killers. In place of your Attack, you may flash the gold in your purse, shiny trinkets at your belt, or other such enticing distraction at a visible enemy within Two Tiles of yourself.

This enemy becomes distracted. They immediately suffer 1 Defense Handicap, and must transfer every Handicap of any other type on themself to Defense.

Battle Wisdom

Battle Wisdom (A)

At the end of each turn, gain +1 in a Stat of your choice until the end of your next turn. You may choose to confer this benfit to an adjacent ally rather than yourself.

Decisive Action

Decisive Action

A decisive move at a critical time can be a matter of life or death. Once per battle, immediately after you have taken your turn, take another turn.

Leader's Pride

Leader's Pride

A shepherd is always proud to see his flock prosper. Whenever every member of your party is alive, gain +1 Strike, Defense, Speed and Hand Size.

+2 Strike

+1 Defense

+1 Speed


Arms

Arms are equipment which can be held in one's hands, such as weapons, shields, or magical catalysts. A character is limited to two Equipped Arms. One Arm shall be the Main Arm. A character gains the Stat modifiers of this Arm.

The other Arm is the Offhand Arm. The only time a character may take advantage of the Stats and Perks of an Arm held in the offhand is during their once-per-round Offhand Action.

Offhand Action

Once per per Round, for one action, you may regard your Offhand Arm as your Main Arm.

Proficiencies and Arms

You must have Proficiency in an Arm in order to take advantage of its positive effects. When you wield an Arm without Proficiency, gain only the detrimental Stat modifiers that Arm. The only exception to this rule is spells. Any spells granted by wielding an Arm may be used regardless of Proficiency in that Arm.

Learning New Proficiencies

A character must attain 4 Knowledge Points (kp) in an arm or spell to gain Proficiency.

Methods to Gain Weapon and Spell Proficiency
Manner Knowledge Gain Description
Live Opposition 1 kp Be Engaged against a creature wielding the equipment for one turn.
First-Hand Experience 1 kp Make use of the equipment or cast the spell . Attacking, Defending, or Casting satifies this.
Demonstration 1 kp Read a text / manual or see a display of the equipment in action.
Plaigarism 1 kp Observe an enemy or ally cast a spell in battle, or gain insight into their magic from the items they leave behind. You may gain only 1 kp per creature, per spell, per battle in this manner.
Dominance 2 kp Strike a Hit against a creature who is using the arm.
Sparring 2 kp Train with a partner who is Proficient with the arm.
Education 4 kp Train with the equipment for extended period time alongside a master.

These rules interact with the in-game world and story, and thus should be taken as guidelines. The GM may adjudicate knowledge gains according to their discretion.


Magic

In Fated Hand, magical power is represented by your Reagent Hand, a second hand of cards, which you collect and spend for the purpose of casting spells.

Reagents

Reagents are drawn from and discarded into the same deck and discard pile as your other cards. Your class determines the manner and rate of drawing these cards.

When not in combat, all spellcasters draw a Reagent when any other character makes a Skill Check. This is intended to represent the slow build-up of magical circumstances and power, as the tides of energy shift around the players. The GM will inform the players when an NPC makes a qualifying check, and may determine other cirsumstances where drawing Reagents is warranted.

Every spellcaster has a limited Reagent Hand Size, and must discard Reagents down to it at the end of each Round.

Casting Spells

In order to cast a spell, a character must have access to it. Spells may be mastered through the Proficiency system also used for equipment, or they may granted through equipping certain Arms, called Catalysts.

Casting a spell requires a character to spend a number of Reagents. The Reagents required are specified by the spell. More powerful and complex spells require more, and more specific, Reagents.

Cast

Spend the Reagents for your chosen spell by playing them from your Reagent Hand. Perform the effects described by the spell. The spent cards remain on the table until the end of your turn, when they are discarded.

Focus

On your turn, as a Primary Action, or any time out of combat, you may focus your mind in order to stretch your magical potential. Draw 1 Reagent.

If you do this while Engaged, the Engagement is broken.

Unless otherwise specified, a spell may only be Cast on your turn.

Terminology and Concepts

Star Suit

As a spellcaster, your attunement with the stars is paramount to your power. Your Star Suit is determined by your birth season:

Star Suits
Birth Season Star Suit
Spring Clubs
Summer Hearts
Autumn Spades
Winter Diamonds

Magic Strike

You have a separate Strike power for magic. This is defined as Magic Strike = Strike - Equipment Strike Bonus.

Holy Magic

Holy classes do not receive a per-turn draw of Reagents. Instead, they receive Reagents when when participate in battle. Specifically, they draw cards under the following circumstances.

Holy Magic Draw Circumstances
Circumstance Reagent Draw
Adajacent Ally is Attacked +1 Draw
You are Attacked +1 Draw
Ally within 2 Tiles Strikes a Hit +1 Draw
You Attack Unsuccessfully +1 Draw
You Attack or Riposte Successfully +2 Draw

Summoned Creatures

Some spells allow the caster to Summon a creature to the game board. On the controller's turn, they can command their Summons.

The description for each Summon specifies their Strike, Defense, and Movement. Summons have the Speed of their controller, but they do not participate in the Initiative Countdown. Commanding a Summon to Attack is a Primary Action for their controller.

Unless otherwise stated, summoning spells require you place the creature adjacent to yourself.

If a Summon ever has any Stat negative, they succumb to Summon Exhaustion and disappear. Summons cannot become Incapacitated or otherwise leave a corpse.

Old Order Pieces

Specific summons are creatures drawn from the Old Order, an ancient era featuring inscrutable golems with incomprehensible motivations. These pieces all share some behaviors, which are described here for brevity

Old Order pieces are represented on the game board by Chess pieces, and for the most part move and act like their Chess counterparts. They have a Strike the controller's Magic Strike + 4, and a static Defense of 1. When targeted by a ranged attack, their Defense is 8.

Pawns may move one Tile along a rank or file away from their controller, and may move two tiles the first time they move. Any creature which attacks and kills an Old Order piece in melee must move into the slain piece's Tile (paying no cost). All Old Order pieces Control certain patterns of Tiles around them; for all pieces but the Pawn, these are the same Tiles to which they could move from their current position. When an enemy ends their movement on a Tile under the Control of an Old Order piece, that piece's controller may immediately move the piece and attack the interloper. Old Order pieces may attack on their turn in the same way, and if they kill their target, they also must move into the newly freed Tile. If their Attack is successfully Defended, they simply remain adjacent to their target.

The Pawn has a stronger version of the preceeding ability. When an enemy moves a distance of more than 1 Tile, and that movement passes through a Tile under the Control of a Pawn, on the controller's next turn, he may move that Pawn into the Controlled Tile and make an Attack against the enemy which moved through.

The Bishop, Knight and Rook move as they do in chess, on diagonals, L-shapes, and the ranks and files, respectively. Once again, they Control all the spaces to which they could move.

The Queen moves as she does in Chess, on the ranks, files, and diagonals. However, she also benefits from a Strike power equal to her controller's Magic Strike + 8, she may use the perk Upper Hand, and she may move up to twice per turn.

Finally, only one Old Order piece of each class controlled by the same character may move on that character's turn. This is to say, a character cannot move two Pawns or two Rooks, but may move both a Pawn and a Rook if they are available. If an Old Order piece was summoned directly (using their spell rather than Polymerization) it may not move during the turn which it was summoned.


Character Creation

Following are the steps to create a character.

  1. Download or print out the Character Sheet.
  2. Set two Attributes to 1, and set the other to 0.
  3. Choose 2 Skill Proficiencies and bubble them in.
  4. Total sums for skills by adding your Attribute Power, +1 if you're Proficient.
  5. Choose proficiency with a Simple Arm.
  6. Write down the Stat Bonuses, your Stats, and Perks for this weapon.
  7. Choose a talent from the Talent list that suits your character and record this.
  8. Record your Star Suit based on your birthday, according to the table below.
  9. Your starting equipment is the Simple weapon you recorded in Step 5
  10. Record your Class as Novice and your Level as 0.
    Star Suits
    Birth Season Star Suit
    Spring Clubs (1)
    Summer Hearts (2)
    Autumn Spades (3)
    Winter Diamonds (4)

Talents

Talents are ablities of a character which have no application in combat. They are the narrative parallel to Perks. A character may select 1 Talent upon their creation and gains another every time they Promote to a non-magical Class.

Academic

Any

Your years spent in libraries and classrooms, absorbing all the world’s knowledge, have not gone to waste. You can recall nearly any simple magical or scientific fact without difficulty, and gain +2 Power in investigations of a logical, magical, mechanical, or scientific nature.

Animal Whisperer

Any

You have an uncanny calming influence on animals, and understand how they tick. Gain +2 Power on Skill Checks to calm an animal, or convince it to do what you desire.

Cannibal

Any

You seek to serve man. If you consume a full serving of human flesh, you restore 1 level of Exhaustion (you can eat it raw)

Chef

Any

You are a skilled and accomplished cook. When you have an opportunity to prepare and serve a fine meal, that meal cleanses two levels of Exhaustion. When you prepare an improvised meal, such as while camping rough, it cleanses one level of Exhaustion.

Craftsman

Any

You are quite handy, and most of your attempts to build things end in success. Gain +1 Power on checks to craft or construct small or medium size objects. In addition, if you fail, you may invest as much time as you have already spent on the task to try again, with another +1 Power

Cutpurse

Rouge, Assaisin, Duelist

You have become an extremely skilled pickpocket. Gain +2 Power when you attempt to pickpocket someone or are being pickpocketed.

Haggler

Any

You have become a very skilled negotiator. When you buy or sell, you may make a Rhetoric Check with +1 Power to effectively negotiate the price. Your counterparty must make an opposed Rhetoric Check. They also gain +1 Power if they are a Haggler. Gain a price advantage equal to 10% time the difference between your Power on this check.

Herbalist

Any

You have learned many things about plants and their uses. Gain +2 Power when attempting to identify or forage plants and +1 when engaging in medicine using herbal remedies.

High Jumper

Any

You are an uncommonly good jumper. Gain +2 Power when attempting to leap or jump up to heights.

Liar

Any

You are a skilled liar. Gain +2 Power when attempting to conceal a lie or other deception.

Saboteur

Any

You excel in arson, subterfuge, and wanton destruction of property. Gain +2 on all checks to destroy objects. You can identify flammable material without making a check.

Sailor

Non-magical

You are skilled in sailing and watercraft. Gain +2 Power on Skill Checks to pilot or maintain them.

Survivalist

Any

You are very skilled in the building of camps, setting of traps, and navigation in the wilderness. You receive a +2 to Skill Checks of this kind.

Torturer

Any

You have an exceptionally fearsome and foreboding personality. Gain +2 Power when intimidating or interrogating people.

Tough

Any

You have developed an uncommon level of physical and mental toughness. Gain +2 Power when performing feats of endurance or fortitude, both physical and mental.

Tumbler

Any

You have learned the tricks and techniques required to successfully land with grace in nearly any situation. Gain +2 Power when landing from a fall or diving to a location.

Artist

Any

You are a master of art techniques in most tools, paint, pencil, etc. Gain +2 to all artistic checks. You also gain the knowledge of artistic techniques and can recognize them on close inspection.

Orator

Any

You have the presence of a natural speaker. Gain +2 power to get the attention of crowds or convince large groups of people to do tasks.

Stylist

Any

You know how to disguise forms and change looks. Gain +2 to any styling check. You also gain the knowledge of traditional clothes & fashions from almost all surrounding areas within reason.

Whore

Any

You know the way the mind ticks and how your form can take advantage of it. Gain +1 to any check at attempting to persuade someone to accompany you.

Heavyweight

Non-Scholar or Mage

Iniate drinking competion with opponent, both make drinking checks of Brawn until one fails. You gain +2 to each of these checks. Anything except for the finest ale is water to you. The next day is rough.

Lightweight

Non-Berserker, Chieftain, or Bone-Breaker

Your body does not react well to alcohol, after only a few drinks, all mind skills gain a -2, except Rhetoric, which gains +3. The next day is rough.

Wiry

Any

You are extremely wiry and flexible. At your choice, you may treat yourself as one Size smaller than you are normally.

Materials Needed

The following materials are required to participate in a game of Fated Hand. The Game Master requires more and different materials because they have more to manage. If necessary, the dice and tokens for the players may be shared among them.

Player Materials

  • Deck of playing cards (52)
  • Stance Indicator (may be any small token)
  • Four d12 dice
  • Token to represent your character (the developers use a d10 to represent players)
  • Notebook or scrap paper (for notes)
  • A copy of the Character Sheet
  • A copy of the Battle Mat

Game Master Materials

  • Access to the GM Guide
  • Deck of playing cards (52)
  • Large number of d12 dice.
  • One d8 die
  • Two d10 dice.
  • Tokens to represent NPCs on the battlefield (The developers use a d6 for npcs)
  • Large number of flat, tile-sized tokens, such as coins.
  • Whiteboard and marker, or copy of the GM Battle Chart
  • Large gridded whiteboard battle mat.
  • An exciting and compelling campaign.

Appendix

Character Sheets

Complete Character Sheet

Character Sheet Story

Character Sheet Combat

Character Sheet Magic

Character Sheet Story Magic

Battle Mat

Character Sheet Form Fillable

Perks List

Below is a list of all Perks in the game.

Skirmish

During your Planning Phase, if no enemies are adjacent to you, gain +1 Strike and +1 Speed for the rest of the Round.

You may break out of any Engagement at the cost of suffering 1 Speed Handicap, ignoring other consequences (such as Ripostes).

Relentless (A)

When an adjacent creature suffers a Handicap, you may cause the creature to suffer an additional 1 Strike Handicap or 1 Speed Handicap as you choose.

Grapple (A)

After you Attack, if your target does not Riposte, you may Grapple the target.

Move the target onto a Tile adjacent to themself. If you attempt to move the target onto an obstructed Tile (wall or other creature), the target instead suffers 2 Strike Handicap and 1 Speed Handicap.

If the obstruction is a creature, the creature suffers the same Handicap.

Counterblow (A)

After you successfully Defend, you may use your Primary Action to attempt a Riposte against your foe.

This may be done in addition to the standard Riposte.

Perfect Deflect (A)

Once per battle, when you Defend, you may gain +3 Defense against the current Attack.

Reach

You may target melee attacks at a range of of 2 tiles

Studied Spells (A)

You are well-trained in the art of studying and extending academic skills. When you cast a spell which you have both mastered and may access in another way (such as from a catalyst), the spell is stronger. Gain either +2 Magic Strike, +2 Defense, or +3 Speed during the casting of the spell.

Adaptable

You may swap your stance at the end of your turn. Take 1 random Handicap at this time.

Aptitude

You carry a special talent with regard to a field of magic. Choose a magic type (Spell, Hex or Miracle). You require only 2 Knowledge Points to learn magic of this type.

Arcane Blade

Use your Magic Strike rather than your Strike when making attacks with this perk active. Gain +1 Magic Strke if your target has no magic and no magical defense (eg: unenchanted armor).

Arcane Riposte (A)

When you defend successfully, draw one Reagent. You may cast one spell immediately.

As It Is Written

Automatically learn the Stats of any creature adjacent to you.

Astonish (E)(A)

On your turn, using your Primary Action, you can perform an incredible feat of skills at arms, acrobatics, or any other flamboyant display. All opponents adjacent to you become Engaged against you.

Attentive

You require one less Knowledge Point to attain proficiency.

Bandit Strike (E)(A)

When you attack or successfully Riposte a target and the difference between your Speed and theirs is 2 or greater, you may disarm them instead. Their weapon flies one or two tiles determined by a coin flip, and in a random direction determined by the roll of a d8 die.

Barrage (A)

At the cost of -2 Hand Cards, you unleash several shots simultaneously. Target a number of ranged attacks at enemies within your Effective Range equal to the power of one of the spent cards.

Battle Wisdom (A)

At the end of each turn, gain +1 in a Stat of your choice until the end of your next turn. You may choose to confer this benfit to an adjacent ally rather than yourself.

Beginner's Luck

You have +1 Creativity

Berserk

When you lose your last Hit Point, do not go down. Instead, if you have not taken your turn this round, do so now. Then (unconditionally), immediately take another bonus turn before falling unconscious. If the encounter ends during this time, you regain 1 Hit Point.

Blade Lock (E)(A)

On your turn, using your Primary Action, you may lock blades with an Engaged opponent. Both of you take 2 Defense Handicap and 1 Strike Handicap, and any other creature Engaged against that same opponent may attempt an immediate attack or Riposte.

Blessed Blade (A)

You may create and maintain a number of Blessings equal to your Tier - 2. Outside of battle, you may apply a Blessing to any Arm to which you have access (including those of your consenting allies). When you do this, select a spell you know which costs 2 Cards or less. You imbue this spell into the Arm. Every turn, during the Planning Phase a wielder of this Arm, must flip a number of coins equal to the number of Reagents the Blessing Spell costs. If all the coins land on heads, the wielder may cast the spell, free of charge, on their turn.

Blood Thirst

When you kill a creature in melee, you drink their blood. Clear all your Handicap in 1 Stat.

Bulwark (A)

When you are targeted in melee, your attacker immediately takes 1 Speed Handicap.

Charge!

Gain +1 Strike for every two tiles you move in a straight line before you attack.

Charged Strike (A)

If you do not move for an entire round, and on the next round. Your attack becomes a massive sweep which targets all creature adjacent to you, and benefits from +1 Strike.

Chasing Slice (E)(A)

When you target a ranged weapon attack, you may follow up with a rushing melee attack. Move up to 2 tiles for free toward your target, then close the rest of the distance paying the normal Movement Cost. Target a melee attack against the defender. They finally defend against a combined melee + ranged attack with Strike equal to the Ranged Attack + 1/2 Melee Attack. The defender may never Riposte when this Perk is used.

Chokehold (E)

You may use this technique when you attack a creature your Size or smaller, having not yet moved on this turn. Gain +2 Strike. If your target defends successfully, you have -1 Strike for the purpose of calculating their Riposte. If your attack is successful, you lock your target into a Chokehold.

While they are in your Chokehold, they cannot move, and they have -1 Strike. At the end of your turn, they suffer 1 Strike, 1 Defense, 1 Speed Handicap. If any Stat of theirs has a total of 3 Handicap, the target suffers a Hit. After this, the target is free of the Chokehold.

Close Combat

If you start your turn adjacent to an opponent, gain +2 Strike when targeting them.

Conjurer's Hat (A)

When you Cast a spell which summons a creature, you may pull a second small creature out of your magic conjurer's hat. Place this new creature adjacent to yourself, it is also one of your controlled summons.

You may summon either a Rabbit or a Newt. The Rabbit has your Magic Strike, 2 Defense, and 5 Movement. The Newt has your Magic Strike, 3 Defense and 3 Movement. In addition, the Newt is immune to all Field Effects and magical effects of any form

Contract Killer (A)

When you strike a Hit, gain +1 Hand Size. Maximum 7.

Crushing

Gain +2 Strike against hard (metal, bone, carapace) armored targets, but -1 Strike against otherwise.

Crushing Counter (E)(A)

Your Riposte deals double the normal effects.

Dark Blade (A)

Use your Magic Strike rather than your Strike when making attacks with this perk active. In addition, deal 1 Strike Handicap after every melee interaction with a creature having no magic and no magical defense (eg: unenchanted armor).

Dark Gate

Once per battle, on your turn, you may disappear and materialize on a Field Effect you created. If this breaks an Engagement, your counterparty cannot Riposte.

Deadly Riposte (A)

Your Riposte can deal direct Hits instead of simply applying a Handicap when it is successful.

If you make use of of both this Perk and Hidden Fang multiply your Strike by 1.5 in place of the effect from Hidden Fang.

Decisive Action

A decisive move at a critical time can be a matter of life or death. Once per battle, immediately after you have taken your turn, take another turn.

Deep Recall

Once per battle, select up to 1/2 Reagent Hand Size cards from your Discard and place them into your Reagent Hand.

Defender (A)

When you are standing adjacent to an ally with lower Base Defense than your own, gain +1 Defense.

Defiled Earth

When a hostile creature passes through a Field Effect created by you, draw 1 Reagent. You may immediately Cast a spell which using that that card (possibly alongside others). This perk may be triggered only once per hostile action.

Denunciation

As your Primary Action, you may Denounce your enemies. Select a 3x2 rectangle, two corners are diagonally adjacent to yourself. Enemies within this area suffer 1 Strike Handicap and 1 Speed Handicap.

Deus Vult (A)

When you spend at least 1/2 Reagent Hand Size cards to cast miracles, your subsequent physical attacks on the same turn benefit from your Magic Strike.

Din of Battle (A)

You gain bonus Strike equal to the number of enemies within a radius extending from you to your nearest ally, with a maximum radius of 4 Tiles.

Dirty Trick (E)(A)

As your Primary Action, you may throw sand or any object from your pockets at an opponent up to two tiles away. They defend against an attack from you with +7 Strike, if they fail, the defender takes 1d4 Handicap in a random stat.

Disarm (A)

When you successfully Riposte, and the difference between your Strike and theirs is 3 or greater, you may Disarm your opponent, alongside any other effects your Riposte should apply. Their weapon may be thrown to any tile adjacent to either of you, as you choose. At the cost of -1 Hand Size, you may Disarm them even if your Riposte was unsuccessful.

Disposable Armament

Your underhanded tactics can damage your weapons and armor. In any interaction, you may Break one piece of your current equipment in order to gain double its normal benefits during one action. The possibility and manner to repair broken equipment is left to the GM.

Dive Tackle (E)(A)

After you use this technique, suffer 3 Strike, Defense, and Speed Handicap. An adjacent opponent defends against an attack with +4 Strike. If successful, they suffer the same effects you suffered to use this technique.

Diversion (E)

You maintain a stash of smoke grenades, flashbangs, and other tricks of the trade at all times. Once per turn, in place of your attack, at the cost of -1 Hand Size, you may throw one at a tile up to 2 Tiles from yourself. All creatures within the targeted tile and all adjacent tiles (3x3 square) suffer 1d4 Strike, Defense, and Speed Handicap (roll each stat independently).

Divine Oversight (A)

When you have less than 4 Reagents in your hand, gain +2 Defense.

Entangling

A target that is hit by this weapon takes 1 Strike, 1 Defense, and 5 speed malus.

Execution (E)(A)

You have mastered the art of ending a life, and under certain circumstances you can employ these deadly techniques to instantly Hit an opponent, regardless of their Defense.

In order to Execute, you must be adjacent to the target and have 12 Execution Power against them. Compute your Execution Power as follows:

  1. Base Execution Power = 1/2 Your Strike
  2. Target is Engaged against you: -3 Power
  3. Allies Engaged against target: +2 Power each
  4. Handicap on your character: -1 Power each
  5. Handicap on the target: +1 Power each
  6. You are Hidden: +4 Power

You may Execute at most once per turn, and this does not consume your Attack

Fade Away (A)

When you strike a Hit or Riposte successfully, gain 6 Stealth Power.

False Destiny

Once per battle, when a creature attempts an action, you may look into the branching paths of fate and choose another line. Force that creature to make all new Stat rolls / play new Stat cards, then select which Stats they may keep from both the new and old options. The creature then attempts the action again.

If the creature on whom you used False Destiny exits the battle (by death or retreat), flip a coin. If heads, you regain a use of False Destiny for this battle.

Fate Transposed

Whenever you inflict a Handicap on any creature, you may transfer up to 2 Handicap from any creature within 2 tiles of yourself to any other creature within the same range (self included).

Feint (E)(A)

Once per turn, when you attack in melee, reveal the cards and Stats of your opponent. You may choose to cancel your attack, after revealing this information.

Field Medicine

When no enemies are within 2 Tiles of yourself, may cleanse 2 Handicap total on you or any adjacent ally.

Flesh Wound

You have +1 Hit Point.

Follow Up (A)

Whenever a creature within or adjacent to your Sighted tiles is attacked by someone other than yourself, you may follow-up with an attack of your own. Add 1/2 Strike to their attack, rounded down. If the target is merely adjacent to the Sighted tile, add 1/4 Strike, rounded down.

Foresight

At any time, you may inspect the top Reagent Hand Size cards in your deck.

Fortunes Foretold

At the beginning of your turn, you may reveal the top two cards of any one adjacent ally’s deck.

Glint of Gold (Technique)(A)

Life has taught you that greed can be the most insidious of killers. In place of your Attack, you may flash the gold in your purse, shiny trinkets at your belt, or other such enticing distraction at a visible enemy within Two Tiles of yourself.

This enemy becomes distracted. They immediately suffer 1 Defense Handicap, and must transfer every Handicap of any other type on themself to Defense.

Good Balance (A)

When in Aggressive Stance and your Defense Card is higher than your Strike Card, gain +1 Defense. Vice-versa with regard to Defense Stance

Hammer and Anvil (A)

Once per Engagement, when your ally attacks an enemy with which you are Engaged, from a direction different than that from which you are Engaging them, that ally gains +3 Strike.

Haymaker (E)(A)

Once per encounter, you may make an Attack with +4 Strike. After this, suffer 2 Defense Handicap.

Heavy Strike (E)(A)

When you Strike a creature and they do not Riposte, they take 1 Defense Handicap.

Hidden Fang

Gain access to Stealth

When you successfully Riposte, flip a coin. If heads, triple the effects, and force your target to discard 3 Reagents.

Hip Throw (E)(A)

You may employ this technique when you are attacking or defending not more than 1 Size larger than your own. Gain +2 Strike. If your Strike or Riposte is successful, you flip the opponent over your hip and behind you. They suffer the effects of a successful Riposte, and are thrown one or two tiles behind you, as you choose. If they would strike another creature, that creature suffers the same effects.

Hook Strike (E)(A)

When your Aggressive Strike meets or exceeds your target’s Defense, you may move your opponent up to two tiles, to a location adjacent to you. If this is adjacent to a wall, they suffer 2 Strike Handicap and 2 Defense Handicap.

Humble Student

A wise warrior neglects no sources of knowledge. You have a limited ability to imitate the techniques of your allies.

When you take your turn directly after that of an ally within 2 Tiles of yourself, you may take advantage of any one of the Perks they used on their turn, paying the ordinary costs and obeying the usual restrictions of that technique. You may not imitate the same ally two turns in a row.

Illusory Visage (A)

When you are attacked by a creature which knows no magic (or cannot otherwise pierce your illusory veil) gain +2 Defense.

Indomitable

You one Size larger, and gain +1 Defense against creatures smaller than yourself.

Innovative Techniques (A)

Your intuitive understanding of the flow of battle runs deeper than most know. Once per turn you may take advantage of Two Exclusive Perks in a single action. After you do this, suffer 1 Handicap in a random Stat.

Insight

Once per turn, on your turn, you may pay 1 Movement Cost in order to reveal the Stats and Perks of a targeted creature.

Inspiration

Once per battle, you may discard both your Main Hand and Reagents. Then, draw Main Hand Size + Reagent Hand Size cards, and distribute them between both your hands as you like.

Iron Fist (A)

When you begin a new Engagement, gain bonus Defense equal to half your Strike until the end of your next turn.

Joint Lock (E)(A)

You may use this technique when you are targeted by an attack. You have -1 Defense for the purpose of calculating your Riposte. If you Riposte successfully, do not apply the normal effects. Instead, your attacker suffers Handicap in a random Stat equal to their present power of that Stat.

Keen Eye (A)

Your attacks against targets with less Speed than your own gain +1 Strike.

Killer Instinct

Gain access to Stealth.

When you smell blood in the air, your ruthless senses allow you act twice per round. After you have taken your turn, you may take another. Treat yourself as having -2 Speed for the purpose of determining your Initiative on this second turn.

If you fail to deal at least 1 Hit on this second turn, your killer instinct has failed. Suffer 2 Strike Handicap and 2 Defense Handicap, 2 Speed Handicap, and -1 Hand Size. If this would make any of your Stats negative, suffer 1 Hit.

Knockdown (A)

After you attack, when your Strike meets or exceeds the target’s Defense, flip a coin. If heads, the target is knocked over, taking 2 Attack Handicap, 2 Defense Handicap, and 2 Speed Handicap.

Last Word (A)

When you lose your last Hit Point, make a dreadful parting incantation. Immediately cast any spell may cast, and bring your foe to the next life alongside you.

Leader's Pride

A shepherd is always proud to see his flock prosper. Whenever every member of your party is alive, gain +1 Strike, Defense, Speed and Hand Size.

Leap Kick (E)(A)

When you move at least 1 Tile, you may employ this technique. You leap up to 2 Tiles toward your target, and attack them. Gain +3 Strike only for the purpose of calculating whether your opponent may Riposte. If your opponent fails to Riposte successfully, you may bounce away to any tile on an unobstructed path from your target within a 2 Tile radius.

Lecturer (A)

When you cast a spell costing two or more Reagents, your allies within Two Tiles may draw One Reagent.

Liberty of Maneuver (A)

When there are no enemies within 2 Tiles of yourself, and no allies adjacent to yourself, gain +1 Speed and when you attack, may treat yourself as being anywhere reachable within a 2 Tile radius of yourself.

Low Blow (E)(A)

After you attack, but before your opponent may Riposte, your opponent takes 2 Handicap in the stat of your choice, and you take half of the same in the same Stat.

Lucky Shot

When you have played two Combat Cards of the same power, one of your attacks during the Round may gain +2 Strike.

Lunging Strike (E)(A)

When you employ this Perk, move 1 Tile toward your target for free.

Maleficient Sophistry (A)

When you target a creature which has no magic and no magical defense with a magical attack, gain +3 Magic Strike.

Martyrdom

When you are struck down, draw 2 Reagents, and hand your entire Reagent Hand to your nearest ally. They may hold on to these cards as long as you remain unconscious, and may spend them to cast magic you know, or enchanted on their equipment.

Mayhem (E)(A)

When you use this technique, your melee attack also targets creatures (including allies!) on tiles which are adjacent to you both you and your target.

Meditate (A)

When you hold your turn for a length of time such that 2 opponents take their own turn, or such that you move last (and were not last in the order already), you meditate. Cleanse one Handicap in each stat, and gain +1 Hand Size. You may only gain up to +2 Hand Size from this perk, and a maximum of 7 in general.

Mental Arithmetic (A)

At the end of your turn, you may return one of the spent Reagents from that turn to your Reagent Hand instead of discarding it.

Mind Map

Your knowledge of the battlefield grows. Place a sighted marker at the end of your turn; you are sighted in on this location. When you make a ranged attack against a creature standing there, the effective range of your weapon is expanded by 1 Tile. (both near and far limit) Your sighted markers do not go away, and remain for the entire encounter.

If you also have the perk, Sighted In then you gain both effects and are able to place 2 sighted markers at the end of every turn. Both of these markers remain for the encounter.

Mirage (A)

When you attack and your opponent does not Riposte, you glide away like the shadow itself. You may move to any tile adjacent to your opponent. If you move to the opposite side of your opponent, this breaks the Engagement.

Mobile Intellect

Every 3 tiles of you move, draw an Reagent. Retain any remainder movement for future turns.

Example: Joe moves 2 tiles on turn 1 and 1 tile on turn 2. Joe now draws 1 Reagent. Ex 2, Greg moves 2 tiles on turn 1, 0 tiles on turn 2, and 1 tile on turn 3. Greg cannot draw an extra Reagent.

Motionless Study

At the end of your turn, if you did move at all on that turn, flip a coin. If heads, draw 1 Reagent

Narrow Flank (A)

When you and your attacker are in line with a wall, gain +2 Defense shared adjacent wall.

Example: John and Gabe stand against a wall and are fighting eachother. Gabe attacks John and since John and Gabe are next to a wall, John gains +2 defense.

No Mercy (A)

Gain a stacking bonus of +1 Strike, +1 Defense, and +1 Speed for each successive turn on which you have attacked. If you do not attack on a turn, or any opponent attempts a Riposte against you (even if it is unsuccessful), this stacking bonus is lost and begins counting again from zero.

One-In-Hand (A)

You may freely reload 2 Movement worth of ranged weapons each turn.

One-Two (A)

After you Attack, you may immediately Attack a second time.

Opportunist (A)

When an opponent with which you are Engaged changes weapons or attacks anyone other than yourself, you may make an immediate Riposte against them.

Overhead (E)(A)

When you attack a creature with any Stat less than 1, gain +3 Strike.

Pacing Thought

Every 3 tiles of movement, continuous through turns, draw an Reagent. Ex: Joe moves 2 tiles on turn 1 and 1 tile on turn 2. Joe now draws 1 Reagent. Ex 2, Greg moves 2 tiles on turn 1, 0 tiles on turn 2, and 1 tile on turn 3. Greg cannot draw an extra Reagent.

Parrying

Gain +2 Defense against weapons of Light or Simple Affinity.

In addition, when you Riposte against a Light or Simple weapon, gain +1 Strike, and inflict a further 1 Handicap in a random Stat upon success.

Pickpocket (E)(A)

Using your Primary Action, you may attempt to Pickpocket an adjacent target. They defend against an attack from you with bonus Strike equal to your Speed. If they fail, you take their valuables, weapon belt, or engage in other such mischief. Gain +1 Hand Size for the rest of the encounter. The maximum hand size you may achieve is this way 7.

When Hidden, you may perform this technique against a target sharing your tile without revealing yourself.

Piercing

Gain +1 Strike against armored targets.

Pillager Charge (E)(A)

When you use this technique, an adjacent opponent defends against an attack from you with +4 Strike, if successful, you pick up the target and charge, carrying them over your shoulder any number of tiles you can move in the direction from which you first grabbed them. This movement costs the ordinary movement cost.

Pitched Battle (A)

Whenever you attack or defend, after resolving effects, the opposition suffers 1 Strike Handicap and 1 Defense Handicap.

Play Dead

Once per encounter, when any of your Stats is reduced to zero or below, you may Play Dead. Suffer Handicap in your other stats equal to half their Base. You then fall over and fake death. While in this state, you cannot be targeted or interacted with at all, except by area-of-effect and environmental hazards which would not respect your gambit. You continue to draw cards and play cards, and cleanse 1 Handicap per turn as if you were simply receiving Recovery. At the beginning of your turn, you rise up and continue to play as normal. You may play dead for up to two full turns; at the end of your third round playing dead, you must rise and continue active gameplay.

Poisoned Blade (A)

On your turn, when you are not Hidden, at the cost of -1 Hand Size and 3 Stealth Power, you may Poison your blade. Place the lost hand card face down in front of you. After you Attack or Riposte (successfully or no), flip the card face up, and deal Strike, Defense, and Speed Handicap equal to that card’s power. This effect resolves before the target may attempt to Riposte.

When you attack with a face up Poison card, apply the same effects and discard the card.

Practice Drills

You have +1 Hand Size

Press Forward (E)(A)

When you attack in melee, and your opponent fails to Riposte, you may shove them one tile away from you, and optionally follow them maintaining the same distance. If this would move them into a wall, they suffer 2 Strike Handicap and 2 Defense Handicap. If they would move into another creature, the creature behind them suffers the same.

Pressure Points (A)

After you attack any opponent, they suffer 1 Speed Handicap. If their Defense is higher than your own, they additionally suffer 1 Defense Handicap.

Proactive Defense (A)

When a creature moves into a Tile you could target with a melee Attack, you may attempt an immediate Riposte against them.

If this is successful, their Movement is reduced to 0 for this turn.

Pugilist (A)

Once per encounter, on your turn, cleanse every Handicap on your character. After this, suffer the amount of Handicap which would be inflicted by your current level of Exhaustion.

Pummel (A)

After you Attack, if the target does not Riposte, they suffer 1 Defense Handicap and 1 Speed Handicap.

Pursuer (A)

When an enemy with which you are Engaged breaks the Engagement, before or after you attempt a Riposte, you may optionally follow your target a number of tiles up to your Maximum Movement (this consumes no Movement).

Quick Footed

After you make a ranged attack, you may Move up to 1 Tile for free.

Quickdraw (A)

Once per turn, you may Change Arms directly before you target an Attack, in addition to the customary Change Arms you may perform during the Planning Phase.

Quiet Study

During your Planning Phase, if no enemy creatures are adjacent or Engaged against you, flip a coin. If heads, draw 1 Reagent.

Rationing

Whenever you cleanse any amount of Handicap, an adjacent ally may cleanse one as well. (any Stat)

Reach

You may target melee attacks at a range of of 3 tiles

Reckless Abandon

At any time on your turn, you may discard and re-draw one Hand Card. When you do this, take 1 Handicap in any stat.

Relentless Offense (A)

When you strike down a creature, you can move into your their space and make another attack.

Restorative Aura

At any time on your turn, you may spend 1 or 2 Reagents to cleanse Field Effects around yourself. If you spend 1, remove the a Field Effect on your tile. If you spend 2, remove Field Effects from your tile and all adjacent tiles

Ricochet (E)(A)

When you make a ranged attack at Effective Range, your shot splinters away to also strike any opponent within two unoccupied tiles of your target.

Righteousness

At the start of your turn, you may cleanse a number of Handicap from yourself and adjacent creatures equal to 1/2 Reagents in your hand, rounded up.

Shrapnel (E)(A)

You may use this technique when you attack at range. Gain +1 Strike. If successful, do not apply the normal effects. Instead, the target and creatures 2 Tiles behind them suffer 1 Strike and 2 Defense Handicap.

Sighted In

During your Planning Phase, place your Sighted marker on any visible tile. Ranged Attacks you make against creatures standing there gain +1 Strike.

When a creature moves into your Sighted Tile, you may attempt a ranged Riposte targeting them.

Slashing

Gain +2 Strike against unarmored targets, but -2 Strike against armored targets.

Sorcerous

When you draw an Reagent in your Star Suit, you may draw another card.

Spirit Fuel (A)

When you target a creature standing in or adjacent to a Field Effect, you may consume the power of the Field Effect to strength your attack or spell. Remove the Field Effect, and gain +2 Strike and +2 Magic Strike during the associated action.

Staunch

When you successfully defend, cleanse up to 2 Defense Handicap after the Riposte is decided.

Straight Lunge (E)(A)

When you attack in melee from Aggressive Stance, you may move up to one tile toward your target while doing so. If you do this, gain +1 Strike.

Studied Sword

Gain +2 Strike, +2 Defense when opposing a creature using a weapon in which you have Proficiency.

Sucker Punch (E)(A)

Once per encounter, when you attack in melee against a target Engaged against a creature other than yourself, gain +3 Strike.

Sunder

When you attack and the enemy does not Riposte, they take 1 Defense Handicap and 1 Speed Handicap.

Suppressive Fire (A)

Whenever a creature moves into or out of your Sighted tiles, you may make a ranged Riposte against them.

Sweep The Leg (E)(A)

When you do not move before you attack and the sum of your Strike and Speed meets or exceeds the sum of your target’s Defense, and Speed you may Trip them. They take 1 Attack Handicap, 1 Defense Handicap, and 2 Speed Handicap.

Swordplay

When you are attacked in melee (before resolving the attack) your attacker takes 1 Strike Handicap and 1 Defense Handicap.

Tackle

When you attack and the enemy does not Riposte, you may drag the both of you to the ground. You and your target take 1 Strike Handicap, 2 Defense Handicap, and 2 Speed Handicap.

Tactical Command (Technique)

A swordsman knows the sword is an extension of his own body, but a leader knows the same of his men. In place of your Attack you may cause an adjacent ally to move up to 1 Tile and optionally make an Attack of their own.

Tactical Maneuver (A)

After you attack or defend, but before any Ripostes occur, you may move one tile in any direction. If you move out of the enemy’s range, the engagement is broken. If you were the attacker, you have +2 Defense against the resulting Riposte. If you were the defender, neither can Riposte.

Target Practice (A)

Each consecutive attack against the same target has +1 Strike.

The Stars Aligned (A)

When you Cast a spell, using only Reagents of your Star Suit, the stars are aligned with you! Gain +1 Magic Strike for the spell. If the spell deals any effects, double them. Finally, if the spell creates Field Effects, roll 1d4 for each Reagent spent on the spell. Place this many extra Field Effects adjacet to those created by the spell. Any which cannot be placed in this manner are not created.

The Stars In Retrograde (A)

Cards of your Star Suit may be regarded as +1 or -1 of their number (so, a 5 may also be a 4 or a 6), and face cards of your Star Suit are wild.

Think Fast

Whenever anyone other than yourself is disarmed or drops an object adjacent to you, you may grab the object out of the air and immediately wield it. If it is a weapon, you may make one immediate free attack. If multiple creatures attempt to employ this perk in competition, break the tie by Speed and then Base Speed and then a coin flip.

Thrusting

You may make attacks on creatures with 1 ally between you and the enemy.

Tip Off

On your turn, once per turn, at the cost of -1 Hand Size, you may scope out the field and inform an ally with 3 Tiles of key intel. Place the lost card face down above one of the card slots of your chosen ally. On their turn, your ally flips the card and adds the greater of its power and 1d4 to that Stat. The ally receives the same bonus from the face up card on the turn following, but after that it is discarded back to your discard pile.

Total Focus (E)(A)

You may use this technique when you attack. Ignore all Strike Handicap from which you presently suffer.

Toughen Up

When you are attacked, before resolving the attack, you may cleanse 1 Handicap of any type.

Toxic Edge

When this weapon attacks successfully, do not deal a Hit. Instead, the target suffers 2 Strike, 2 Defense, and 2 Speed Handicap.

Two-Hander

You must wield this weapon with two hands.

Unbroken Incantation (A)

When you spend Reagents to cast spells, those same Reagents may be used to cast other spells on the same turn.

Unsettling Gaze

At the end of your turn, the visible enemy which you have most recently targeted, or failing that, the nearest enemy, takes 1 Strike Handicap and 1 Speed Handicap.

Upper Hand (A)

When you are attacked, and the difference between your Strike and theirs is two or greater, you may immediately Riposte before resolving the original attack.

Uppercut (E)(A)

Before you attack, you may optionally take 2 Defense Handicap and 1 Speed Handicap. If you do this, gain +2 Strike for this attack. If the attack strikes the target, cleanse the Defense Handicap you gained from this perk.

Versatile

If you are wielding this weapon with two hands, at the start of each turn, gain +1 in the stat of your choice until your next turn.

Wall Runner (A)

You are adept at using walls and obstructions to move in unpredictable ways. Each turn, you may move up to 2 Tiles of free movement adjacent and parallel to (along) a wall. While you are moving this way, gain +2 Defense. (such as against opportunity Ripostes)

Warding Cloak (A)

At the end of your turn, cleanse a number of Handicap equal to 1/2 Reagents spent on that turn, rounded down.

Well Coached

When you are standing adjacent to an ally with higher base Speed, gain +1 Strike.

Wordless Incantation (A)

One of your Strike, Defense, or Speed cards may be used as a Reagent each turn

Arms List

Below is a list of all basic Arms, their Stats, their Perks, and their Traits.

Club

+1 Strike

Simple

Fists (Bare)

Simple

Light

Knuckles

+1 Strike

+1 Speed

Simple

Dagger

+1 Strike

+1 Speed

Close Combat

Light

Great Club

+2 Strike

-1 Speed

Knockdown

Great

Garrote

-1 Defense

+1 Speed

Chokehold

Finesse

Handaxe

+1 Strike

+1 Speed

Eff. Range 1-2

Simple

Light

Javelin

+1 Strike

Eff. Range 3

Thrown

Light

War Hammer

+2 Strike

Piercing

Mace

+2 Strike

Crushing

Heavy

Quarterstaff

+1 Defense

+1 Speed

Reach

Simple

List

Sickle

Reach

Light

Spear

+1 Strike

Reach

Versatile

Thrusting

Light

Medium

Light Crossbow

+1 Strike

-1 Defense

Eff. Range 4

Reload Cost 2

Light Ranged

Dart

+1 Speed

Eff. Range 1-2

Reload Cost 0

Simple

Shortbow

+1 Strike

-1 Defense

Eff Range 3

Reload Cost 1

Two-Hander

Light Ranged

Sling

-1 Defense

+1 Speed

Eff Range 3

Reload Cost 1

Light Ranged

Battle Axe

+2 Strike

-1 Speed

Medium

Flail

+1 Strike

Reach

Pummel

Medium

Glaive

+2 Strike

-2 Speed

Two-Hander

Reach

Slashing

Heavy

Great Axe

+3 Strike

-1 Speed

Two-Hander

Great

Great Sword

+2 Strike

+1 Defense

-1 Speed

Two-Hander

Reach

Great

Halberd

+2 Strike

+2 Defense

-2 Speed

Two-Hander

Reach

Piercing

Thrusting

Heavy

Bastard Sword

+1 Strike

+1 Defense

Versatile

Heavy

Great

Maul

+3 Strike

-2 Speed

Two-Hander

Crushing

Pummel

Heavy

Great

Pike

+2 Strike

Two-Hander

Thrusting

Long Reach

Heavy

Great

Rapier

+2 Strike

+1 Speed

Parrying

Finesse

Scimitar

+1 Strike

+1 Defense

Slashing

Light

Medium

Short Sword

+1 Strike

+1 Defense

Close Combat

Light

Medium

Trident

+1 Strike

+1 Defense

Eff. Range 3

Piercing

Medium

War Pick

+3 Strike

-1 Speed

Piercing

Medium

Blowgun

+1 Strike

+1 Speed

Eff. Range 4

Reload Cost 2

Toxic Weapon

Light Ranged

Heavy Crossbow

+3 Strike

-2 Speed

Eff. Range 6-7

Reload Cost 2

Heavy Ranged

Longbow

+3 Strike

Eff. Range 5-6

Reload Cost 1

Heavy Ranged

Net

+3 Strike

-3 Defense

Eff. Range 2

Entangling

Medium

Light

Finesse

Parrying Dagger

+1 Defense

Parrying

Plank Shield

+2 Defense

-1 Speed

Heater Shield

+2 Defense

Tower Shield

+4 Defense

-2 Speed

Full Guard

Crooked Wand

+2 Speed

Petty Hex

Petty Hex (Hex)

Odd Card (85)

With your left hand, you form the shape of a common and well-known hex at a visible foe. They take 1 Handicap in two random Stats.

Grasping Root

Grasping Root (Spell)

Two Even or Two Odd Cards, Primary Action (50)

Select a visible, grounded target within four tiles of yourself. Your target is suddenly assaulted by grasping roots from the earth. If their speed is less than 13, they suffer 5 Speed Handicap and 2 Defense Handicap.

Vile Murk

Vile Murk (Hex)

Three Cards of Different Suits (45)

A 3x3 cloud of Smog erupts, centered on a location of your choosing within 3 tiles of yourself.

Black Flame

Black Flame (Hex)

Diamond, Black Card, Primary Action (25)

Target a two tile ray emitted from yourself. You unleash a gout of unholy black flame in this direction, and all creatures occupying the targeted tiles defend against an attack with +3 Magic Strike. They take 2 Strike Handicap and 1 Defense Handicap even if they succeed.

Conjure Rodent

Conjure Rodent (Hex)

Two Cards (+1 per cumulative use per encounter)(25)

You reach into the realm of nightmares and draw forth a rodent, of unusual size. The rodent has your Magic Strike + 5 and 2 Defense

The bite of the rodent is not powerful enough to kill, but gives a nasty infection. When the rodent would strike a Hit, instead inflict 2 Strike Handicap and 3 Defense Handicap.

Dark

Elden Stave

+2 Magic Strike

Flash Bolt

Flash Bolt (Spell)

Even Card (75)

You flash a bolt of spectral light at a visible opponent within 6 Tiles. They suffer 1 Handicap in Stat of your choice.

Arcane Deflection

Arcane Deflection (Spell)

Card Greater than 4

Summon a magic shield with which to parry your foe! You may cast this spell on reaction to being targeted by an attack. Gain Defense equal to 7 + Magic Strike until the end of the current creature's turn.

Phase Walk

Phase Walk (Spell)

Card Greater Than 6 (55)

You wreath yourself in spectral energy, and become incorporeal. Casting this spell breaks the caster's Engagement. After resolving this, move a number of tiles up to your Base Speed + 1. During this spell, you may pass through both enemy and allied creatures. and may not be targeted or struck at all. This spells ends when you stop moving.

Spectral Slice

Spectral Slice (Spell)

Card Greater Than 3, Primary Action (75)

You summon a blade of spectral blue light, and slash an adjacent opponent. They defend against an attack with +1 Magic Strike.

Mange Wolf

Mange Wolf (Spell)

Two Cards Less than 5

Summon a mangy, hungry wolf to a tile adjacent to you. The wolf has Strike equal to your Magic Strike + 2, Defense equal to 4, and Movment of 4.

Polymerization: Any summon costing three or less Reagents

Arcane

Blessed Chime

+1 Defense

Ka-Pow!

Ka-pow! (Miracle)

Two Cards of Different Suits, Primary Action (75)

Select a target within 3 tiles of yourself. An ethereal fist plummets from above to knock them off their feet. They defend against an attack with +2 Magic Strike, if they fail, they take 3 Speed Handicap and 1 Defense Handicap.

Heaven Guide You

Heaven Guide You (Miracle)

Two Prime Cards (42)

Targeted visible ally gains +1 Strike, +2 Defense for their next two turns.

Solar Flare

Solar Flare (Miracle)

Two Red Cards (35)

You unleash a scorching flare of holy light. Foes adjacent to you suffer 3 Defense Handicap and 3 Speed Handicap if they are not in Defensive Stance and 1 Defense Handicap and 1 Speed Handicap otherwise.

Not Your Time

Not Your Time (Miracle)

Three Face Cards (15)

Revive a visible, downed creature. They suffer 2 Handicap to all stats and move at the end of this round if they have not already taken a turn this this round.

Holy

Crystal Orb

+2 Magic Strike

Tunnel Vision

Tunnel Vision (Spell)

Two Face Cards (10)

Concentrate. Characters within two tiles of you cannot break Engagements, unless their target dies. You may end this spell at will on your turn.

Vampirism

Vampirism (Spell)

Three Heart Cards (16)

Target a creature or fresh corpse within 4 Tiles. If you target a creature, they defend against an attack with +3 Magic Strike. If this hits, or if the target is a corpse, you drain their life’s essence. Cleanse up to 5 Handicap total from yourself and visible allies.

Pressure Beam

Pressure Beam (Spell)

Odd Card, Even Card (33)

You emit a ray of pressure from yourself, along a rank, file, or diagonal. All creatures caught within this ray are shoved 2 Tiles away from you. If this would cause them to move into a wall or one another, they take 2 Strike Handicap and 2 Defense Handicap.

Identity Crisis

Identity Crisis (Hex)

One Jack, Any Other Card (20)

Concentrate on a visible enemy. Once per turn, you may force them to re-roll / discard and replay their Strike, Defense and Speed cards, as you choose.

Sharpen

Sharpen (Spell)

Three Cards (20)

Targeted ally (may be yourself) gains +3 Strike until the end of their next turn.

Arcane

Dark

Grinning Pot of Spirits

+1 Magic Strike

+2 Speed

Two-Hander

Vanishing Cabinet

Vanishing Cabinet (Hex)

Three Spades (23)

With a loud pop, a creature adjacent to you vanishes away, into a state of suspended animation in your pocket or bag. They evade this effect if their Speed is at least double your own. The target may remain trapped as long as you can maintain your Concentration, and you must pay 1 Reagent every turn to maintain the hex. If outside of combat, you can maintain the trap for half a day. When released, the target appears adjacent to you and takes 3 Speed Handicap.

Great Snapping Turtle

Great Snapping Turtle (Spell)

Two Prime Cards

Summon a sturdy, wise, ill-tempered snapping turtle to a tile adjacent to you. The turtle has Strike equal to your Magic Strike, Defense equal to Magic Strike + 8, and Movement of 1.

Polymerization: Any summon costing three or less Reagents

Young Bear

Young Bear (Spell)

Four Prime Cards

Summon a young and naive bear, the only kind so foolish as to serve a coward who does not fight for himself. The bear has Strike equal to your Magic Strike + 5, Defense equal to 7 + 1d6, and Movement of 4.

Polymerization: Any summon costing five or less Reagents

Time Warp

Time Warp (Spell)

Three Ascending Cards of the Same Suit (3)

Targeted Visible creature takes an immediate bonus turn.

Breaker Beam

Breaker Beam (Spell)

Prime Card, Any Other Card, Primary Action, (35)

Targeted visible creature within four tiles suffers Defense Handicap equal to half their current Defense.

Arcane

Dark

Ominous Totem

+1 Magic Strike

+1 Speed

First Line of the Old Order

First Line of the Old Order (Spell)

Two Black Cards (optional: up to two more Black Cards)(25 - 10 each additional)

Summon forth up to Three Pawns in a line, on a rank or file, with the center of the line adjacent to yourself. These pawns are Old Order pieces.

Casting this spell using the minimum number of cards produces one Pawn, with an additional Pawn for each extra card (up to two, for a total of three Pawns)

In order to be used in the Rite of Polymerization, a Pawn must have advanced at least 3 Tiles from its starting position. If a Pawn ever advances 8 Tiles from its starting position, you may Promote that Pawn into any other Old Order piece.

Faithful Envoy: Bishop

Faithful Envoy: Bishop (Spell)

Two Cards of Differing Suit, Any Card (35)

Summon forth a faithful Bishop from the ancient past. The Bishop is an Old Order piece.

Noble Envoy: Knight

Noble Envoy: Knight (Spell)

Card Below 7, Card Above 7 (40)

Summon forth the Knight, nimble soldier of the Old Order. The Knight is an Old Order piece.

Envoy of Conquest: Rook

Envoy of Conquest: Rook (Spell)

Four Even Cards, or Four Odd Cards (12)

Summon forth an augur of ancient conquest, the Rook. This piece is an Old Order piece.

Envoy of the End: Queen

Envoy of the End: Queen

Four Ascending Cards (5)

Summon forth the messenger of the final days, the Queen. The Queen is an Old Order piece.

Dark

Ancient Tome

+1 Magic Strike

+1 Speed

Conjure Rodent

Conjure Rodent (Hex)

Two Cards (+1 per cumulative use per encounter)(25)

You reach into the realm of nightmares and draw forth a rodent, of unusual size. The rodent has your Magic Strike + 5 and 2 Defense

The bite of the rodent is not powerful enough to kill, but gives a nasty infection. When the rodent would strike a Hit, instead inflict 2 Strike Handicap and 3 Defense Handicap.

Great Snapping Turtle

Great Snapping Turtle (Spell)

Two Prime Cards

Summon a sturdy, wise, ill-tempered snapping turtle to a tile adjacent to you. The turtle has Strike equal to your Magic Strike, Defense equal to Magic Strike + 8, and Movement of 1.

Polymerization: Any summon costing three or less Reagents

Vampirism

Vampirism (Spell)

Three Heart Cards (16)

Target a creature or fresh corpse within 4 Tiles. If you target a creature, they defend against an attack with +3 Magic Strike. If this hits, or if the target is a corpse, you drain their life’s essence. Cleanse up to 5 Handicap total from yourself and visible allies.

Skewer

Skewer (Spell)

Two Diamonds, Primary Action (25)

Target a creature within 5 Tiles of yourself, adjacent to a wall. A spear of material the wall is composed of rushes out to impale them, and they defend against an attack with +5 Magic Strike.

Pressure Beam

Pressure Beam (Spell)

Odd Card, Even Card (33)

You emit a ray of pressure from yourself, along a rank, file, or diagonal. All creatures caught within this ray are shoved 2 Tiles away from you. If this would cause them to move into a wall or one another, they take 2 Strike Handicap and 2 Defense Handicap.

Arcane

Dark

Ashen Candle

+1 Magic Strike

+1 Speed

Ember

Ember (Spell)

One Red Card (50)

You summon and toss a small, red ember of the Fickle Flame at a visible creature within 4 Tiles. Place a token on the location where they are standing, this is a Flame. The target may choose to dodge away from the ember to a random adjacent Tile, paying the ordinary Movement Cost and experiencing any consequences this movement would normally incur.

Scorching Slash

Scorching Slash (Spell)

Red Card Higher than 7, Card Higher Than 7, Primary Action (45)

Slash in front of yourself with an arc of flame! Target a creature adjacent to you. Place a Flame token beneath the target and all tile adjacent to the both of you. The creature, and all creatures on the targeted tiles, defend against an attack with Magic Strike + 3. On a failed defense, they suffer 1 Handicap in all Stats, in addition to the effects of the Flame. Instead of defending against the attack, targets may dodge one Tile away from the Flame and the attack, playing the normal cost. If they do this, you determine the direction of their movement.

Smoldering Sun

Smoldering Sun (Spell)

Red Face Card, Red Card, Primary Action (18)

With effort, you pull from the shifting possibilities of the Fickle Flame a small sun, dim yet smoldering with power. Target a visible creature within 5 Tiles. You direct the smoldering sun gently toward this target, and they may choose to defend against an attack with Magic Strike + 5, or allow the sun explode on the ground beneath them. If they choose to avoid the attack, place Flame on their location and each non-diagonal adjacent Tile (in a plus or star shape). In this situation, the target suffers the immediate effects of the Flame.

Sinter

Sinter (Spell)

One Red Card or Any Two Cards (65)

Consume the raging flames to reinforce your own power. When you cast this spell, remove any number of Flames within two tiles of yourself, then gain a temporary bonus of that number in any Stat. This bonus lasts until the end of the round.

Flames of Hatred

Flames of Hatred (Spell)

Three Red Cards (24)

Let the flames in your heart spill out upon the field of battle! Target a 2x3 rectangle adjacent to yourself, with two corners diagonally adjacent to you. Number the tiles within 1-6, and roll 4d6; then create Flames on every Tile thus randomly selected. If Flames would be placed on a tile where it is already present, you may place it on an adjacent tile of your choice.

Arcane

Dark

Corroded Compass

+1 Magic Strike

+1 Speed

Storm Rush

Storm Surge (Hex)

One Black Card, Primary Action (55)

Target a creature within 3 Tiles. You rise on a swell of stormwater, rushing the intervening distance to strike with fury. Move adjacent to your target, creating Brine on your current location and every intervening Tile. Then make an Attack against your target. You may instead also choose to cast a Spell which performs an Attack against the target. Ignore the effects of landing in Brine from this movement.

Whirlpool

Whirlpool (Hex)

Face Card, Black Card (may be the same card), Primary Action (37)

Slam your fist into the ground to create a powerful whirlpool, dragging all creatures caught within to the briny deep! Create Brine in a 3x3 square centered on yourself. Ignore the effects of your own Brine during this spell. Then, all creatures within 2 Tile of yourself defend against an attack with Magic Strike + 2, on failure, they are dragged directly toward you until adjacent.

Seaward Slice

Seaward Slice (Hex)

Odd Card, Black Card (may be the same), Primary Action (44)

Target a creature within 2 Tiles and make a melee magic attack against them. If the target is standing in Brine, this attack benefits from Magic Strike + 3. Afterward, create Brine on the target's location and any intervening tiles. The target may choose to move in any direction, paying the normal cost, in order to avoid the effects of Brine.

Brineskin

Brineskin (Hex)

Club or Two Black Cards, Primary Action (20)

Use the slippery nature of the foulest sea creatures for your own self-preservation. Place the Reagents in front of you. Your flesh becomes coated in a briny slime, and you feel more at home in the sea than ever. While this spell remains active, ignore the effects of Brine, and place Brine on your Tile at the end of every Round. While standing in Brine, gain +2 Defense.

Breaking Wave

Breaking Wave

Two Clubs, or Three Black Cards (24)

Unleash a powerful breaking wave to drive your foes back to the sea! Target a 3x3 square, with at least one Tile adjacent to you. You release a torrent of seawater into this area, forcing all creatures within it to be pushed away from you until they are no longer within the area. They must move toward and over the furthest edge from yourself. If an affected creature cannot move into a necessary location, they must move diagonally around, and failing that, they stop. Finally, create Brine on the three tiles adjacent to the edge of the square furthest from yourself. Creatures standing here at this point suffer the effects of the Brine.

Arcane

Dark

Holly Branch

+1 Magic Strike

+1 Speed

Thorn Thrust

Thorn Thrust (Spell)

Face Card or Two Diamond Cards, Primary Action (38)

With a gesture, thorny vines rush out to strike your foe! Target a creature within 2 Tiles and make a melee magic attack against them. If this attack deals a Hit, the thorns drink their blood and take root! Create Thorns on their location and every non-diagonal adjacent tile.

Thorn Garden

Thorn Garden (Spell)

Two Face Cards, Primary Action (12)

You create a large garden of Thorns, beginning from your location and occupying up to 9 contiguous tiles.

Overgrowth

Overgrowth (Spell)

Even Card or Diamond Card (80)

Target an adjacent tile of Thorns. Your magic supercharges the growth of the brambles. Extend the Thorns by adding up to three more contiguous Thorns tiles.

Bramblewall

Bramblewall (Spell)

Spade, or Two Cards

Use the nearby Thorns as a living wall with which to defend yourself! You may cast this spell when targeted while standing in Thorns. Gain Defense equal to 2 * Magic Strike. If you successfully Riposte, you may create Thorns on a tile adjacent to you and one more adjacent to that.

Seed Pod

Seed Pod (Spell)

One or More Spades, Primary Action

The Thorns live, and when a land becomes depleted they can be adept at finding a new home. When you cast this spell, consume Thorns equal to the number of spent Reagents within 3 Tiles.

The thorns wither away, and launch a great seed pod at a target within 5 Tiles of yourself. The target defends against an attack with Strike equal to Magic Strike + 3 * Thorns Consumed. After this, create Thorns in a diamond shape centered on the target and with a radius one less than the consumed Thorns.

Arcane

Dark

Slime Jar

+1 Defense

Glob!

Glob! (Miracle)

Even Card or Black Card (88)

Fling a glob of sticky slime to a nearby location! Target a location within 3 Tiles of yourself. You fling a glob of Slime to this location.

Stretchy!

Stretchy! (Miracle)

Even Card or Black Card (34)

Perhaps the Slime is not so inert as magicians have been led to believe, seeing as it has a strange predilection to reach out and drag in passersby... Target a visible tile of Slime, and a creature standing not more than 2 Tiles from it. The target defends against an attack with Magic Strike + 3. On failure, they are dragged onto the targeted Slime tile.

Bounce!

Bounce! (Miracle)

Club, Even Card (may be the same) (37)

Slime isn't just stretchy and sticky, it's bouncy! Target a creature within 3 Tiles of yourself who is standing in Slime (yourself included). With a hop and a skip, they bounce away! The target immediately moves to an open tile within 3 Tiles. The path to the target location location must be passable, but they move there instantly, not triggering field effects such as Thorns or Flames, or area perks such as Proactive Defense, except at the final location.

Splattershot

Splattershot (Miracle)

Three Black Cards (24)

Blast an enormous load of sticky splatter directly onto the faces of your foes! Target a 2x3 rectangle adjacent to yourself, with two corners diagonally adjacent to you. Number the tiles within 1-6, and roll 4d6; then place Slime on every Tile thus randomly selected. If Slime would be placed on a tile where it is already present, you may place it on an adjacent tile of your choice.

Living Slime

Living Slime (Miracle)

Two Clubs (One Club if summoning from Slime) (30)

Bring the blessed Slime to life, to defend the holy word!

Summon a Living Slime within two tiles of yourself. If this tile has Slime, you may consume it in exchange for the payment of one less Reagent to cast the spell.

Living Slime may move up to 4 Tiles per turn. It begins with 1 Mass. Represent this by stacking tokens or some other marker on top of or beneath the Living Slime When the creature occupies a Slime Tile, it may consume the Slime in order to gain 1 Mass. It gains 1 Mass when it kills a creature. Living Slime has a Strike equal to your Magic Strike + Mass and a Defense equal to 3 + 4 * Mass.

If the Living Slime has 2 Mass or more, in place of its attack, it may perform Mitosis. Break off one or more Mass, and give this to a newly created Living Slime adjacent to the old, and controlled by the same controller. In addition, whenever the Living Slime successfully defends, flip a coin. If tails, the Living Slime loses 1 Mass, to a minimum of 1 Mass.

Polymerization: Any summon which costs a number of cards equal to Mass

Arcane

Dark

Crystal Dagger

+1 Magic Strike

+1 Speed

Arcane Blade

Arcane Blade

Use your Magic Strike rather than your Strike when making attacks with this perk active. Gain +1 Magic Strke if your target has no magic and no magical defense (eg: unenchanted armor).

Spectral Slice

Spectral Slice (Spell)

Card Greater Than 3, Primary Action (75)

You summon a blade of spectral blue light, and slash an adjacent opponent. They defend against an attack with +1 Magic Strike.

Flash Bolt

Flash Bolt (Spell)

Even Card (75)

You flash a bolt of spectral light at a visible opponent within 6 Tiles. They suffer 1 Handicap in Stat of your choice.

Watchful Daggers

Watchful Daggers

Two Cards Greater Than 3

Summon a series of enchanted, watchful daggers, which hover menacingly above your head! Place the Reagents from this spell in front of you, as a marker. While these remain, any enemy which moves into a tile adjacent to you must defend against a magical Riposte as the daggers launch toward them at dangerous speed. If this is successful, the enemy must stop their movement for this turn. After the effect of this spell triggers, discard one of the cards. The effect ends when both cards are discarded

Arcane Deflection

Arcane Deflection (Spell)

Card Greater than 4

Summon a magic shield with which to parry your foe! You may cast this spell on reaction to being targeted by an attack. Gain Defense equal to 7 + Magic Strike until the end of the current creature's turn.

Phase Walk

Phase Walk (Spell)

Card Greater Than 6 (55)

You wreath yourself in spectral energy, and become incorporeal. Casting this spell breaks the caster's Engagement. After resolving this, move a number of tiles up to your Base Speed + 1. During this spell, you may pass through both enemy and allied creatures. and may not be targeted or struck at all. This spells ends when you stop moving.

Arcane

Crooked Dirk

+1 Magic Strike

+1 Defense

Dark Blade

Dark Blade (A)

Use your Magic Strike rather than your Strike when making attacks with this perk active. In addition, deal 1 Strike Handicap after every melee interaction with a creature having no magic and no magical defense (eg: unenchanted armor).

Black Dagger

Black Dagger (Hex)

Card Less Than 7, Primary Action (50)

You draw forth a murky blade of darkness, and stab directly at the heart of an adjacent opponent. They defend against an attack with +3 Magic Strike, if they fail to defend, the target suffers 2 Strike Handicap and 2 Defense Handicap.

Mirror Guard

Mirror Guard (Hex)

Card Greater than 1

Conjure a shifting web of mirror illusions around yourself, making it difficult to target you without being lost in the maze. Place the Reagent from this spell facedown in front of you as a reminder (you do not need to announce the value). When you are targeted by an attack, you may force your opponent to pierce the Mirror Guard. If any of your opponent's Stats are divisible by the number on the card, your Defense is automatically successful, and you may Riposte. If the attack was a projectile, you may redirect it to any target as if you were firing it yourself. Mirror Guard is removed if it is successfully penetrated.

Life Tether

Life Tether (Hex)

Two Spades

A hexer is never above draining the life from his thralls. Target a visible creature controlled by you. Place the Reagents in front of you as a marker. The targeted creature is now inextricably linked to your lifeforce. If you would suffer a Hit, ignore it. Instead, your tether must suffer 2 Handicap in all Stats (remember the Exhaustion rule for summons). When your tethered creature dies, the spell is ended.

Blood Sacrifice

Blood Sacrifice (Hex)

Primary Action (36)

The sacrifice of one's own blood can be a path to power far in excess of that normally within the reach of mortals. When you cast this spell, draw 1 or 2 Reagents. Then, suffer 1 Handicap in all Stats for each card drawn. If this would make any Stat negative, you may not cast the spell. This spell may be cast during the Planning Phase.

Dark

Tidal Curiosity

+1 Strike

+1 Speed

Undertow

Undertow (Hex)

2 Black Cards, Primary Action

Targeted creature on Brine defends against an attack of Magic Strike + 8. The target is dragged deep into the depths, thrashing and drowning the entire way.

Whirlpool

Whirlpool (Hex)

Face Card, Black Card (may be the same card), Primary Action (37)

Slam your fist into the ground to create a powerful whirlpool, dragging all creatures caught within to the briny deep! Create Brine in a 3x3 square centered on yourself. Ignore the effects of your own Brine during this spell. Then, all creatures within 2 Tile of yourself defend against an attack with Magic Strike + 2, on failure, they are dragged directly toward you until adjacent.

Pale Shark

Pale Shark

Spade or Diamond

The Pale Shark is an aquatic omen portending violence. This spell summons the shark on Brine within two tiles of yourself. The shark has Strike = Magic Strike * 2 + 2, Defense = Defense * 2 + 1 and Movement = 6, but it may only move on and within Brine. The shark is immune to the effects of Brine.

Calamitous Omen

Calamitous Omen

Face Card of your star suit and 2 diamonds

Target a creature within 3 tiles, your limbs convulse as you call out in an unknown tongue and horrible energy surrounds them. You take malus equal to the power of the higher diamond in a stat of your choice. You concentrate on altaring their destiny to end. Give both diamonds to the enemy, on each of you following turns, take 1 back. When no cards remain, they suffer a strike of 20.

Vile Murk

Vile Murk (Hex)

Three Cards of Different Suits (45)

A 3x3 cloud of Smog erupts, centered on a location of your choosing within 3 tiles of yourself.

Holy

Dark

Silver Charm

+1 Defense

+1 Speed

Protection Ward

Protection Ward (Miracle)

Prime Card

A simple ward of protection from harm, long used and well trusted. Place the Reagent in front of you. While this spell remains active, gain +3 Defense

Restoration

Restoration (Miracle)

One or Two Cards

When you cast this spell, you cleanse Field Effects in your immediate area. If you spent One Reagent, remove any Field Effect on your tile. If you spent Two Reagents, remove all Field Effects from your tile and all adjacent tiles

Righteous Cause

Arcane Deflection

Arcane Deflection (Spell)

Card Greater than 4

Summon a magic shield with which to parry your foe! You may cast this spell on reaction to being targeted by an attack. Gain Defense equal to 7 + Magic Strike until the end of the current creature's turn.

Blood Sacrifice

Blood Sacrifice (Hex)

Primary Action (36)

The sacrifice of one's own blood can be a path to power far in excess of that normally within the reach of mortals. When you cast this spell, draw 1 or 2 Reagents. Then, suffer 1 Handicap in all Stats for each card drawn. If this would make any Stat negative, you may not cast the spell. This spell may be cast during the Planning Phase.

Holy

Dark

Faded Puppet

+1 Defense

+1 Speed

Vanishing Cabinet

Vanishing Cabinet (Hex)

Three Spades (23)

With a loud pop, a creature adjacent to you vanishes away, into a state of suspended animation in your pocket or bag. They evade this effect if their Speed is at least double your own. The target may remain trapped as long as you can maintain your Concentration, and you must pay 1 Reagent every turn to maintain the hex. If outside of combat, you can maintain the trap for half a day. When released, the target appears adjacent to you and takes 3 Speed Handicap.

Tunnel Vision

Tunnel Vision (Spell)

Two Face Cards (10)

Concentrate. Characters within two tiles of you cannot break Engagements, unless their target dies. You may end this spell at will on your turn.

Into Smoke

Into Smoke (Spells)

Two or More Prime Cards

Cast this spell when you are standing within a contiguous cloud of Smog at least 6 Tiles in size. You melt into the smog, removing your character piece from the board and becoming and intangible part of the cloud. You may not make physical attacks or move while in this state, but may cast spells as if you were standing anywhere within.

The spell may be ended at will, in which case you appear anywhere within or adjacent to the Smog cloud. The spell also ends when as many tiles of Smog as spent Reagents have been removed from the cloud. In this case, you re-appear anywhere within the removed tiles.

Ouroboros

Ouroboros

2 Cards under 6

2 Tiles of field affects that are adjacent to eachother are suddenly consumed by a shadowy thick skinned reptile, the Ourobo. The Ourobo is initially as large as the 2 tiles it replaced. As soon as it is in play, it may begin consuming field effects. Using its action, it may consume up to 3 field effects and then take their place by growing. The Ourobo has Strike equal to current size and defense equal to twice size. All tiles occupied by the Ourobo count as being occupied for movement purposes. The Ourobo has 2 movement.

Skewer

Skewer (Spell)

Two Diamonds, Primary Action (25)

Target a creature within 5 Tiles of yourself, adjacent to a wall. A spear of material the wall is composed of rushes out to impale them, and they defend against an attack with +5 Magic Strike.

Dark

Studded Ring

+2 Speed

Future Weapon

Future Weapon (Spell)

Four Prime Cards

Reach into the future, and draw forth a terrifying weapon from wars long yet to be waged! Target a visible creature within 6 Tiles. Your futuristic weapon fires a single metal slug at impossible speed, and the target defends against an attack with 15 Strike

Permafrost

Permafrost (Spell)

Three Ascending Cards (Multi)(Spell)

Unleash a bone-chilling frost which just can't be shaken. For the rest of the battle, Speed Handicap cannot be cleansed for any reason.

If this would cause a stalemate, every participant in the battle passes unconscious for a few hours, and will not be in a fit state for battle upon awakening.

Four Dozen Eggs

Four Dozen Eggs

Caster magically eats four dozen eggs allowing them to grow to barge size and gain substantial defense and strike buff.

Sharpen

Sharpen (Spell)

Three Cards (20)

Targeted ally (may be yourself) gains +3 Strike until the end of their next turn.

Bramblewall

Bramblewall (Spell)

Spade, or Two Cards

Use the nearby Thorns as a living wall with which to defend yourself! You may cast this spell when targeted while standing in Thorns. Gain Defense equal to 2 * Magic Strike. If you successfully Riposte, you may create Thorns on a tile adjacent to you and one more adjacent to that.

Arcane

Padded Armor

+2 Defense

Light Armor

Leather Armor (Brigandine)

+2 Defense

Light Armor

Chain Mail

+3 Defense

Medium Armor

Scale Mail

+4 Defense, -1 Speed

Medium Armor

Plate Mail

+6 Defense, -2 Speed

Heavy Armor

Story Spell List

Gust (Spell)

2 Ascending

A powerful force of wind blows through a large area. It is capable of picking up and carrying ~50 lb objects.

Flame (Spell)

1 Face Card

A gout of flame spurts forth from your palm, capable of setting small fires and casting light equivalent to a bright lantern. This flame cannot be thrown or removed from your hand.

Shout (Spell)

Card greater than 7, Any Card

Your voice is amplified to be able to shout great distances and to crowds. This effect lasts for about a minute. You may choose to modulate the effect of this spell.

Detect Thoughts (Spell)

2 Face Cards

You tap into a creature's mind and can read their surface level thoughts without them knowing. You may spend an extra card to dig deeper into their mind for more motivations and thoughts. The creature will make a perception check against your magic strike to see if they recognize you doing this.

Calm Emotions (Spell)

1 Face Card, 1 Heart Card

You suppress the emotions of a creature within sight. They immediately become calm and are unaware the spell has been cast. This effect only dampens their emotions for a brief period of time. So a creature can have its emotions calmed and then get angry in a few minutes from something separate.

Detect Emotion

Heart Card Between 3 and 7

You gain extreme insight as to the emotions and feelings of a creature. You do not learn the reasoning behind these feelings. You may learn something that could calm them down but not always.

Common Tongue

2 Spades Greater than 7

Name a language. You gain full knowledge of it, being able read, write, and speak in this language; you show no signs of not being a native speaker. You can modulate this effect to revert to any language you already know, and it lasts for an hour and then you revert to your prior knowledge of the language.

Illusory Guise

2 Diamond Face Cards

You magically appear as another person in all capacities, including voice. This does not actually modify you physically, for example, if you look 1 ft taller than you are,anything that passes through this area will go through as if nothing was there.

Lesser Illusion

1 Diamond less than 10

A small illusion no larger than and 1'x1' fills a space. This illusion is real to the touch, and can move at your command, as long as it remains within your view. For example, you might summon a small rat which runs about.

Advanced Illusion

1 diamond face card and 2 diamonds less than 1

A large illusion that can be 5’x5’ and appears real to the touch. This illusion only appears real to mild investigation. For example, a crate created will look real but if someone tries to lean on it, they will fall through after a brief holdup.

Sneezy

1 Club

The target within sight breaks out into a fit of sneezing. They are not aware a spell has been cast on them. This fit lasts for max 3 minutes, or until the caster stops it.

Dancing Lights

One Diamond

Small lights appear and light up the area around, these can be any color.

Guidance

2 Cards Greater than 7 and of Different Suits

The targeted Creature can draw another card even if they have a full hand and then can play 2 cards and add them to 1 check they choose.

Mage Hand

1 Card of your Star Suit

You magically lift something up to 30ft away up to 15lbs. It acts as a regular hand but is magical and invisible.

Mending

2 Clubs

You touch a broken object and it magically reforms itself with no evidence of being broken.

Telepathy

1 Card of the Your Star Suit and 1 of your target’s star suit

You form a telepathic link with the target of your choice. You can both communicate through thoughts with each other.

Send Message

1 Heart Face Card

The target receives a message in their mind up to 2 sentences long.

Mold Earth

Mold Earth

A small 5ft cube of loose earth is manipulated in any way the caster sees fit. Ex. Clearing a small hole to create cover.

Shape Stone

4 Cards All of Different Suits, Having a Difference Greater than 2 Between Each

The earth cracks beneath your hand as all stone can be manipulated without limit in a 10 ft cube. Ex. Pulling stone out of the ground to create a small hut.

Sleep

1 Face of the Target’s Star Suit and Another Face Card

You concentrate on a target and the target falls into a deep slumber.

Shape Water

2 Even Cards

You can manipulate a 5ft cube of water in small ways. Such as drying a small pool of water or stopping rain from falling on an area for a while.

Command Water

3 Even of the Same Suit

Water shudders beneath you. You can manipulate open areas of water within a 10ft cube. Ex. Unfreezing/Freezing a body of water. Parting a pond.

Alarm

2 Cards the Difference of Which is 5 Or More

You set conditions for a magical alarm sound to go off when they are met. The conditions could be a time and “follow” a certain target or be set on a location. Ex. Alarm that goes off when someone opens a door.

Bane

2 Spades and a Card of the Target’s Star Suit

You concentrate to expose the target's flaws. The target must either play 2 cards and use the lowest or roll 2d12 and use the lowest for all checks until your concentration breaks

Color Spray

2 Red Cards

A beautiful Magical multicolored powder appears from your hands and sprays into the air. This coats all creatures and walls around.

Detect Magic

2 of Same Suit

You become aware of any magical presences or effects within a 10 ft radius. You must Focus to determine exactly what effect it is but upon focusing, you know immediately.

Feather Fall

2 Ascending of the Same Suit

Touch a willing creature. This creature becomes extremely light and nearly ignorant of gravity for the next two minutes. Any small gust of wind or other disturbance knocks them off their feet, and if they enter free fall, their terminal velocity is a mere 1 foot per second.

Sanctuary

1 Card of Each Suit

For as long as you remain conscious within it, a 5-meter sphere around your present location becomes warded against all forms of magic and the supernatural. Curses are suspended and very powerful malicious magic (eg: demons and such) is greatly retarded. Magical creatures may only enter the space at great discomfort.

Growth

2 Clubs

At the casting of this spell, any plant life in the nearby area experiences greatly accelerated growth.

Speak with Animals

2 Clubs less than 8

You and one willing person you touch gain the ability to speak to animals. This lasts one hour.

Platform

2 Spades

Casting this spell creates a solid, circular, floating platform 2 meters in diameter. The platform lasts as long as it remains within your view. At the cost of 1 Reagent, you may move the platform up to 20 meters.

Unseen Servant

1 Face Card of Your Star Suit, 1 Face, Any Card

Bind a shadow to serve you. The bound shadow is plucked from the ether and yoked with magic to perform any series of simple, describable tasks you command. The shadow must obey the orders you give it at this and time and only those orders. The shadow remains bound for an indefinite period of time, but returns to the ether if you ever have zero Reagents in your hand.

Augury

5 Ascending with 1 of Each Suit

At the casting of this spell, the winds of fate blow directly through you, and any act of divination your perform at this moment may successfully predict the result of a chance-based event within the next day.

Stinky

1 Spade and 1 Other

The casting of this spell produces an eye-watering, vile stench. The smell has no direct ill effects but is extremely unpleasant, and should clear out even a large room of all but the most stalwart occupants.

Beast Sense

2 Clubs

For the next hour, you gain the senses of a beast. You can spell as well as a bloodhound and see in the dark like a cat. In addition, your hearing is greatly enhanced, to the point that you could identify a squeaking hinge 800 meters away.

Darkness

3 Black Cards Less than 7

Upon the casting of this spell, up to 40 cubic meters of space emanating from the caster is eveloped in thick, inky magical darkness. The darkness cannot be seen into or through, and is not tangible and has no other effects on any who occupy it. The darkness spreads through open space, but not obstructions such as walls or doors. This means casting the spell inside a room will darken the room, but nowhere else, so long as the door remains closed.

Enlarge / Reduce

9 & 10 to Enlarge, 2 & 3 to Reduce

You magically enlarge or reduce a non-living object. You may enlarge an object by up to three times, or shink by up to five times. The enchantment lasts as long as the object can remain within your site, or until you voluntarily dispel it.

Forget

1 of Target’s Star Suit and 1 Spade

Cause a target you touch to forget a short memory, such as the events of a few minutes or a specific fact they recently learned. If the target is willing, the Star Suit card is not required.

Arcane Sight

Jack, Queen, and King

Casting this spell allows your spirit to leave your corporeal form and travel as you wish, hearing and seeing everything where it goes. You can walk and move at normal, but cannot interact with any physical object. Your spirit can also levitate at the slow rate of of one meter per second. While this spell remains active, you can also move and make use of your corporeal form, but the entire operation takes fine concentration, and a loud noise or other shock will break the trance state. If your trance is broken, you may re-gain it by paying 2 Reagents of any type within the next minute.

Mutate

1 club Target's Star Suit Face Card

The target begins to convulse and their body begins to change in an unnatural way. The target permananetly gains an oddity of the gm's choice. (Extra fingers, extra eyes, more ears, etc)

Nightmare

Diamond, Two Black Cards

Reach into the mind of a sleeping creature nearby you, and cause them to experience a terrible nightmare. You may excercise limited control over the content of the nightmare, such as injecting a particular topic or fear, but cannot completely control the plot.

Unleash Plague

2 Clubs, Face Card

A large crowd of people all become sick of a mysterious illness. This illness cannot kill but can bring them within a wisp of death. This plague can spread if gm allows and determines fair rules. All targets initially show symptoms within 2 hours and are almost incapacited within 2 days.

Into Dreams

Spade and 1 of target's Star Suit

You manifest into the target's dream, you do not need to be near them or for them to be asleep, you only need to have met them. You determine what the target sees/feels in this dream and whether they know it was you or not.

Paranoia

2 Spades

A target within sight feels a presence watching them. They will feel watched & uncertain for 2 days. The more they try to investigate this feeling, the more they belive it is real. After 2 days is up, the feeling goes away and they have no idea as to what happened.

Numbers

Three Non-Face Cards

Target a creature to be beset by the Numbers. For the next 30 days, your target will not be able to escape the three numbers from the Reagents spent on the spell. They will see them in market prices, in balance sheets. They'll notice them in other's speech patterns. Wildlife will mysteriously appear in groups equal to the Numbers. If a character attempts to reason about this predicament while in the presence of the Numbers, they cannot the determine the true nature of the hex.

Bees!?

5 Cards

Casting this spell unleashed an enourmous cloud of angry bees. They do not discriminate. Run.

Combat Spell List

Arcane Deflection (Spell)

Card Greater than 4

Summon a magic shield with which to parry your foe! You may cast this spell on reaction to being targeted by an attack. Gain Defense equal to 7 + Magic Strike until the end of the current creature's turn.

Black Dagger (Hex)

Card Less Than 7, Primary Action (50)

You draw forth a murky blade of darkness, and stab directly at the heart of an adjacent opponent. They defend against an attack with +3 Magic Strike, if they fail to defend, the target suffers 2 Strike Handicap and 2 Defense Handicap.

Black Flame (Hex)

Diamond, Black Card, Primary Action (25)

Target a two tile ray emitted from yourself. You unleash a gout of unholy black flame in this direction, and all creatures occupying the targeted tiles defend against an attack with +3 Magic Strike. They take 2 Strike Handicap and 1 Defense Handicap even if they succeed.

Blood Sacrifice (Hex)

Primary Action (36)

The sacrifice of one's own blood can be a path to power far in excess of that normally within the reach of mortals. When you cast this spell, draw 1 or 2 Reagents. Then, suffer 1 Handicap in all Stats for each card drawn. If this would make any Stat negative, you may not cast the spell. This spell may be cast during the Planning Phase.

Bounce! (Miracle)

Club, Even Card (may be the same) (37)

Slime isn't just stretchy and sticky, it's bouncy! Target a creature within 3 Tiles of yourself who is standing in Slime (yourself included). With a hop and a skip, they bounce away! The target immediately moves to an open tile within 3 Tiles. The path to the target location location must be passable, but they move there instantly, not triggering field effects such as Thorns or Flames, or area perks such as Proactive Defense, except at the final location.

Bramblewall (Spell)

Spade, or Two Cards

Use the nearby Thorns as a living wall with which to defend yourself! You may cast this spell when targeted while standing in Thorns. Gain Defense equal to 2 * Magic Strike. If you successfully Riposte, you may create Thorns on a tile adjacent to you and one more adjacent to that.

Breaker Beam (Spell)

Prime Card, Any Other Card, Primary Action, (35)

Targeted visible creature within four tiles suffers Defense Handicap equal to half their current Defense.

Breaking Wave

Two Clubs, or Three Black Cards (24)

Unleash a powerful breaking wave to drive your foes back to the sea! Target a 3x3 square, with at least one Tile adjacent to you. You release a torrent of seawater into this area, forcing all creatures within it to be pushed away from you until they are no longer within the area. They must move toward and over the furthest edge from yourself. If an affected creature cannot move into a necessary location, they must move diagonally around, and failing that, they stop. Finally, create Brine on the three tiles adjacent to the edge of the square furthest from yourself. Creatures standing here at this point suffer the effects of the Brine.

Brineskin (Hex)

Club or Two Black Cards, Primary Action (20)

Use the slippery nature of the foulest sea creatures for your own self-preservation. Place the Reagents in front of you. Your flesh becomes coated in a briny slime, and you feel more at home in the sea than ever. While this spell remains active, ignore the effects of Brine, and place Brine on your Tile at the end of every Round. While standing in Brine, gain +2 Defense.

Conjure Rodent (Hex)

Two Cards (+1 per cumulative use per encounter)(25)

You reach into the realm of nightmares and draw forth a rodent, of unusual size. The rodent has your Magic Strike + 5 and 2 Defense

The bite of the rodent is not powerful enough to kill, but gives a nasty infection. When the rodent would strike a Hit, instead inflict 2 Strike Handicap and 3 Defense Handicap.

Desperate Deflection (Spell)

Two or More Cards

Desperate circumstances call for hasty casting. Use this spell to unleash an undirected blast of magical force which just might save your life.

You may cast this spell on reaction to being targeted. Gain Defense equal to the number of Reagents spent for the next two attacks targeting you before your next turn.

Ember (Spell)

One Red Card (50)

You summon and toss a small, red ember of the Fickle Flame at a visible creature within 4 Tiles. Place a token on the location where they are standing, this is a Flame. The target may choose to dodge away from the ember to a random adjacent Tile, paying the ordinary Movement Cost and experiencing any consequences this movement would normally incur.

Envoy of Conquest: Rook (Spell)

Four Even Cards, or Four Odd Cards (12)

Summon forth an augur of ancient conquest, the Rook. This piece is an Old Order piece.

Envoy of the End: Queen

Four Ascending Cards (5)

Summon forth the messenger of the final days, the Queen. The Queen is an Old Order piece.

Evil Eye (Hex)

Spade, Any Card (40)

Concentrate on a visible target. You fix the Evil Eye on the targeted creature. Place either Reagent face down in front of you. If your target plays a card of the same power of the facedown card, their dark fate has come to pass. Reveal the facedown card, and your target is struck for 1 Hit. After this, the spell is ended.

Faithful Envoy: Bishop (Spell)

Two Cards of Differing Suit, Any Card (35)

Summon forth a faithful Bishop from the ancient past. The Bishop is an Old Order piece.

Final Flash (Miracle)

Four Cards (13)

Unleash a final, desperate explosion of magical force! All creatures adjacent to your defend against an attack with Magic Strike + 1d10. Afterwards, you fall dead, regardless of any Hit Points you still retain.

First Line of the Old Order (Spell)

Two Black Cards (optional: up to two more Black Cards)(25 - 10 each additional)

Summon forth up to Three Pawns in a line, on a rank or file, with the center of the line adjacent to yourself. These pawns are Old Order pieces.

Casting this spell using the minimum number of cards produces one Pawn, with an additional Pawn for each extra card (up to two, for a total of three Pawns)

In order to be used in the Rite of Polymerization, a Pawn must have advanced at least 3 Tiles from its starting position. If a Pawn ever advances 8 Tiles from its starting position, you may Promote that Pawn into any other Old Order piece.

Flames of Hatred (Spell)

Three Red Cards (24)

Let the flames in your heart spill out upon the field of battle! Target a 2x3 rectangle adjacent to yourself, with two corners diagonally adjacent to you. Number the tiles within 1-6, and roll 4d6; then create Flames on every Tile thus randomly selected. If Flames would be placed on a tile where it is already present, you may place it on an adjacent tile of your choice.

Flash Bolt (Spell)

Even Card (75)

You flash a bolt of spectral light at a visible opponent within 6 Tiles. They suffer 1 Handicap in Stat of your choice.

Future Weapon (Spell)

Four Prime Cards

Reach into the future, and draw forth a terrifying weapon from wars long yet to be waged! Target a visible creature within 6 Tiles. Your futuristic weapon fires a single metal slug at impossible speed, and the target defends against an attack with 15 Strike

Glob! (Miracle)

Even Card or Black Card (88)

Fling a glob of sticky slime to a nearby location! Target a location within 3 Tiles of yourself. You fling a glob of Slime to this location.

Grasping Root (Spell)

Two Even or Two Odd Cards, Primary Action (50)

Select a visible, grounded target within four tiles of yourself. Your target is suddenly assaulted by grasping roots from the earth. If their speed is less than 13, they suffer 5 Speed Handicap and 2 Defense Handicap.

Great Snapping Turtle (Spell)

Two Prime Cards

Summon a sturdy, wise, ill-tempered snapping turtle to a tile adjacent to you. The turtle has Strike equal to your Magic Strike, Defense equal to Magic Strike + 8, and Movement of 1.

Polymerization: Any summon costing three or less Reagents

Hallowed Ground (Miracle)

Three Cards of the Same Suit (20)

Any 3 x 3 square within your vision becomes Hallowed. For the rest of the encounter, enemies who attack from it take 1 Attack Handicap, 2 Defense Handicap, and 2 Speed Handicap, and allies who end their turn within it may cleanse one more Handicap than usual.

Heaven Guide You (Miracle)

Two Prime Cards (42)

Targeted visible ally gains +1 Strike, +2 Defense for their next two turns.

Holy Flame (Miracle)

Two Red Cards (30)

Holy flame wreaths your weapon, or that of a target creature within 2 tiles of yourself. The target’s next attack strikes with +2 Strike, and unleashes a gout of holy flame which applies 1 Defense Handicap and 1 Strike Handicap to the defender and then bounces to apply the same to another target with 2 tiles.

Identity Crisis (Hex)

One Jack, Any Other Card (20)

Concentrate on a visible enemy. Once per turn, you may force them to re-roll / discard and replay their Strike, Defense and Speed cards, as you choose.

Intercession (Miracle)

Ally's Star Suit, Any Card (15)

When a visible ally within two tiles is attacked, you may cast this Miracle out-of-turn. Move to a tile in-between the belligerents, pushing your ally to an adjacent tile if necessary. Then you defend against the attack.

Jesus Gives Military Advice (Miracle)

Straight Flush (1)

God not only smiles upon you, but whispers the very secrets of warfare in your ear. You and all allies take an immediate bonus turn.

Ka-pow! (Miracle)

Two Cards of Different Suits, Primary Action (75)

Select a target within 3 tiles of yourself. An ethereal fist plummets from above to knock them off their feet. They defend against an attack with +2 Magic Strike, if they fail, they take 3 Speed Handicap and 1 Defense Handicap.

Life Tether (Hex)

Two Spades

A hexer is never above draining the life from his thralls. Target a visible creature controlled by you. Place the Reagents in front of you as a marker. The targeted creature is now inextricably linked to your lifeforce. If you would suffer a Hit, ignore it. Instead, your tether must suffer 2 Handicap in all Stats (remember the Exhaustion rule for summons). When your tethered creature dies, the spell is ended.

Living Slime (Miracle)

Two Clubs (One Club if summoning from Slime) (30)

Bring the blessed Slime to life, to defend the holy word!

Summon a Living Slime within two tiles of yourself. If this tile has Slime, you may consume it in exchange for the payment of one less Reagent to cast the spell.

Living Slime may move up to 4 Tiles per turn. It begins with 1 Mass. Represent this by stacking tokens or some other marker on top of or beneath the Living Slime When the creature occupies a Slime Tile, it may consume the Slime in order to gain 1 Mass. It gains 1 Mass when it kills a creature. Living Slime has a Strike equal to your Magic Strike + Mass and a Defense equal to 3 + 4 * Mass.

If the Living Slime has 2 Mass or more, in place of its attack, it may perform Mitosis. Break off one or more Mass, and give this to a newly created Living Slime adjacent to the old, and controlled by the same controller. In addition, whenever the Living Slime successfully defends, flip a coin. If tails, the Living Slime loses 1 Mass, to a minimum of 1 Mass.

Polymerization: Any summon which costs a number of cards equal to Mass

Mange Wolf (Spell)

Two Cards Less than 5

Summon a mangy, hungry wolf to a tile adjacent to you. The wolf has Strike equal to your Magic Strike + 2, Defense equal to 4, and Movment of 4.

Polymerization: Any summon costing three or less Reagents

Mirror Guard (Hex)

Card Greater than 1

Conjure a shifting web of mirror illusions around yourself, making it difficult to target you without being lost in the maze. Place the Reagent from this spell facedown in front of you as a reminder (you do not need to announce the value). When you are targeted by an attack, you may force your opponent to pierce the Mirror Guard. If any of your opponent's Stats are divisible by the number on the card, your Defense is automatically successful, and you may Riposte. If the attack was a projectile, you may redirect it to any target as if you were firing it yourself. Mirror Guard is removed if it is successfully penetrated.

Monkeys Amok (Hex)

Three Odd Cards (20)

Conjure two Monkeys adjacent to yourself. Each Monkey has your Magic Strike + 2, 4 Defense, 4 Movement, and may make use of the Perks Agile and Chokehold.

Noble Envoy: Knight (Spell)

Card Below 7, Card Above 7 (40)

Summon forth the Knight, nimble soldier of the Old Order. The Knight is an Old Order piece.

Not Your Time (Miracle)

Three Face Cards (15)

Revive a visible, downed creature. They suffer 2 Handicap to all stats and move at the end of this round if they have not already taken a turn this this round.

Numbfingers (Hex)

Two Cards (85)

Targeted creature within 2 Tiles suffers 2 Strike Handicap plus 1 Strike Handicap for every card of your Star Suit in your hand when you cast this spell (Reagents already spent this turn count).

Overgrowth (Spell)

Even Card or Diamond Card (80)

Target an adjacent tile of Thorns. Your magic supercharges the growth of the brambles. Extend the Thorns by adding up to three more contiguous Thorns tiles.

Petty Hex (Hex)

Odd Card (85)

With your left hand, you form the shape of a common and well-known hex at a visible foe. They take 1 Handicap in two random Stats.

Phase Walk (Spell)

Card Greater Than 6 (55)

You wreath yourself in spectral energy, and become incorporeal. Casting this spell breaks the caster's Engagement. After resolving this, move a number of tiles up to your Base Speed + 1. During this spell, you may pass through both enemy and allied creatures. and may not be targeted or struck at all. This spells ends when you stop moving.

Pressure Beam (Spell)

Odd Card, Even Card (33)

You emit a ray of pressure from yourself, along a rank, file, or diagonal. All creatures caught within this ray are shoved 2 Tiles away from you. If this would cause them to move into a wall or one another, they take 2 Strike Handicap and 2 Defense Handicap.

Protection Ward (Miracle)

Prime Card

A simple ward of protection from harm, long used and well trusted. Place the Reagent in front of you. While this spell remains active, gain +3 Defense

Restoration (Miracle)

One or Two Cards

When you cast this spell, you cleanse Field Effects in your immediate area. If you spent One Reagent, remove any Field Effect on your tile. If you spent Two Reagents, remove all Field Effects from your tile and all adjacent tiles

Righteous Cause (Miracle)

One or More Cards

Bolster yourself and your allies by the power of your righteous cause! Immediately Cleanse 1 Handicap from yourself or an adjacent ally for each Reagent spent casting this spell

Rite of Polymerization (Spell)

Any Card (100)

Summoned creatures, while they may appear real, are composed of merely the purest magical fabric, and held to the material world by the will of their controller alone. By the Rite of Polymerization, you may shift and reform that fabric into a new shape.

Select two adjacent summons you control, both of which were not summoned on this turn. Remove these creatures from the field, and replace them with a single summon, the cost of which may be up to one more Reagent than the most expensive summon offered as tribute to this ritual. The new summon may make a move on this turn, regardless of the any actions the tributes have already taken.

Scorching Slash (Spell)

Red Card Higher than 7, Card Higher Than 7, Primary Action (45)

Slash in front of yourself with an arc of flame! Target a creature adjacent to you. Place a Flame token beneath the target and all tile adjacent to the both of you. The creature, and all creatures on the targeted tiles, defend against an attack with Magic Strike + 3. On a failed defense, they suffer 1 Handicap in all Stats, in addition to the effects of the Flame. Instead of defending against the attack, targets may dodge one Tile away from the Flame and the attack, playing the normal cost. If they do this, you determine the direction of their movement.

Seaward Slice (Hex)

Odd Card, Black Card (may be the same), Primary Action (44)

Target a creature within 2 Tiles and make a melee magic attack against them. If the target is standing in Brine, this attack benefits from Magic Strike + 3. Afterward, create Brine on the target's location and any intervening tiles. The target may choose to move in any direction, paying the normal cost, in order to avoid the effects of Brine.

Seed Pod (Spell)

One or More Spades, Primary Action

The Thorns live, and when a land becomes depleted they can be adept at finding a new home. When you cast this spell, consume Thorns equal to the number of spent Reagents within 3 Tiles.

The thorns wither away, and launch a great seed pod at a target within 5 Tiles of yourself. The target defends against an attack with Strike equal to Magic Strike + 3 * Thorns Consumed. After this, create Thorns in a diamond shape centered on the target and with a radius one less than the consumed Thorns.

Sharpen (Spell)

Three Cards (20)

Targeted ally (may be yourself) gains +3 Strike until the end of their next turn.

Sinter (Spell)

One Red Card or Any Two Cards (65)

Consume the raging flames to reinforce your own power. When you cast this spell, remove any number of Flames within two tiles of yourself, then gain a temporary bonus of that number in any Stat. This bonus lasts until the end of the round.

Skewer (Spell)

Two Diamonds, Primary Action (25)

Target a creature within 5 Tiles of yourself, adjacent to a wall. A spear of material the wall is composed of rushes out to impale them, and they defend against an attack with +5 Magic Strike.

Smoldering Sun (Spell)

Red Face Card, Red Card, Primary Action (18)

With effort, you pull from the shifting possibilities of the Fickle Flame a small sun, dim yet smoldering with power. Target a visible creature within 5 Tiles. You direct the smoldering sun gently toward this target, and they may choose to defend against an attack with Magic Strike + 5, or allow the sun explode on the ground beneath them. If they choose to avoid the attack, place Flame on their location and each non-diagonal adjacent Tile (in a plus or star shape). In this situation, the target suffers the immediate effects of the Flame.

Solar Flare (Miracle)

Two Red Cards (35)

You unleash a scorching flare of holy light. Foes adjacent to you suffer 3 Defense Handicap and 3 Speed Handicap if they are not in Defensive Stance and 1 Defense Handicap and 1 Speed Handicap otherwise.

Spectral Slice (Spell)

Card Greater Than 3, Primary Action (75)

You summon a blade of spectral blue light, and slash an adjacent opponent. They defend against an attack with +1 Magic Strike.

Splattershot (Miracle)

Three Black Cards (24)

Blast an enormous load of sticky splatter directly onto the faces of your foes! Target a 2x3 rectangle adjacent to yourself, with two corners diagonally adjacent to you. Number the tiles within 1-6, and roll 4d6; then place Slime on every Tile thus randomly selected. If Slime would be placed on a tile where it is already present, you may place it on an adjacent tile of your choice.

Storm Surge (Hex)

One Black Card, Primary Action (55)

Target a creature within 3 Tiles. You rise on a swell of stormwater, rushing the intervening distance to strike with fury. Move adjacent to your target, creating Brine on your current location and every intervening Tile. Then make an Attack against your target. You may instead also choose to cast a Spell which performs an Attack against the target. Ignore the effects of landing in Brine from this movement.

Stretchy! (Miracle)

Even Card or Black Card (34)

Perhaps the Slime is not so inert as magicians have been led to believe, seeing as it has a strange predilection to reach out and drag in passersby... Target a visible tile of Slime, and a creature standing not more than 2 Tiles from it. The target defends against an attack with Magic Strike + 3. On failure, they are dragged onto the targeted Slime tile.

Thorn Garden (Spell)

Two Face Cards, Primary Action (12)

You create a large garden of Thorns, beginning from your location and occupying up to 9 contiguous tiles.

Thorn Thrust (Spell)

Face Card or Two Diamond Cards, Primary Action (38)

With a gesture, thorny vines rush out to strike your foe! Target a creature within 2 Tiles and make a melee magic attack against them. If this attack deals a Hit, the thorns drink their blood and take root! Create Thorns on their location and every non-diagonal adjacent tile.

Time Warp (Spell)

Three Ascending Cards of the Same Suit (3)

Targeted Visible creature takes an immediate bonus turn.

Tunnel Vision (Spell)

Two Face Cards (10)

Concentrate. Characters within two tiles of you cannot break Engagements, unless their target dies. You may end this spell at will on your turn.

Vampirism (Spell)

Three Heart Cards (16)

Target a creature or fresh corpse within 4 Tiles. If you target a creature, they defend against an attack with +3 Magic Strike. If this hits, or if the target is a corpse, you drain their life’s essence. Cleanse up to 5 Handicap total from yourself and visible allies.

Vanishing Cabinet (Hex)

Three Spades (23)

With a loud pop, a creature adjacent to you vanishes away, into a state of suspended animation in your pocket or bag. They evade this effect if their Speed is at least double your own. The target may remain trapped as long as you can maintain your Concentration, and you must pay 1 Reagent every turn to maintain the hex. If outside of combat, you can maintain the trap for half a day. When released, the target appears adjacent to you and takes 3 Speed Handicap.

Vile Murk (Hex)

Three Cards of Different Suits (45)

A 3x3 cloud of Smog erupts, centered on a location of your choosing within 3 tiles of yourself.

Watchful Daggers

Two Cards Greater Than 3

Summon a series of enchanted, watchful daggers, which hover menacingly above your head! Place the Reagents from this spell in front of you, as a marker. While these remain, any enemy which moves into a tile adjacent to you must defend against a magical Riposte as the daggers launch toward them at dangerous speed. If this is successful, the enemy must stop their movement for this turn. After the effect of this spell triggers, discard one of the cards. The effect ends when both cards are discarded

Whirlpool (Hex)

Face Card, Black Card (may be the same card), Primary Action (37)

Slam your fist into the ground to create a powerful whirlpool, dragging all creatures caught within to the briny deep! Create Brine in a 3x3 square centered on yourself. Ignore the effects of your own Brine during this spell. Then, all creatures within 2 Tile of yourself defend against an attack with Magic Strike + 2, on failure, they are dragged directly toward you until adjacent.

Young Bear (Spell)

Four Prime Cards

Summon a young and naive bear, the only kind so foolish as to serve a coward who does not fight for himself. The bear has Strike equal to your Magic Strike + 5, Defense equal to 7 + 1d6, and Movement of 4.

Polymerization: Any summon costing five or less Reagents

Earthquake (Multi)(Spell)

4 Cards Between 5 & 10 including a Club and a Spade

The ground near the caster begins to shake and rumble when the first Reagent is spent. A 4 tile wide circle quakes at a point within sight. All creatures, excluding the caster, defend against an attack with Magic Strike + Sum of Reagents

Undertow (Hex)

2 Black Cards, Primary Action

Targeted creature on Brine defends against an attack of Magic Strike + 8. The target is dragged deep into the depths, thrashing and drowning the entire way.

Devour Thorns(Multi)(Spell)

Spade

With the sowing, comes the reaping. Consume a tile of Thorns adjacent to yourself, and cleanse up to 2 Handicap in any Stats.

Immolate (Multi)(Spell)

4 red cards

Over a few seconds, the you build up molten heat within your flesh. At the casting of this spell, you begin to immolate, wreathing yourself in acrid flames. Leave the Reagents for this spell in your channeling pile. At the end of your turn, remove one Reagent from the channeling pile to your discard pile. At this time, you and all adjacent creatures suffer the effect of Flames. In addition, during your turn, you may choose to expend one more card fro the pile to produce the same effect. While this spell remains active, ignore all Strike and Speed Handicap on your character. When no cards remain on the channeling pile, the spell is ended.

Uh Oh, Sticky! (Miracle)

1 face spade

You may cast this spell on reaction to a creature's movement. Target a creature moving into or out of Slime. The target defends against and attack of Magic Strike + 4 as the hungry slime attempts to devour them. All organic material is consumed.

Asphixia (Hex)

2 Black Cards, Primary Action

Target a creature within Smog. Casting this spell consumes Smog on which the target is standing. This abhorrent miasma rushes into the lungs of the target and begins to choke them. You may optionallly consume other Smog from up to 2 Tiles away to increase the strength. They defend again an attack of Magic Strike + 4 + 2x Bonus Smog Consumed consumed.

Blunting Spell (Spell)

Black Card Less Than 6

Your next two spells apply 2 Strike Handicap to every target with which they interact.

Forgetfullness

Three Clubs

Forgetfulness can be a virtue at times. Upon casting this spell, remove all Handicap on yourself. In addition, ignore all Field Effects for the rest of the round.

Misery Loves Company

Two Ascending Cards

Target two creatures within three tiles of one another. For every Handicap on the first target, cause the second target to suffer the same.

Riptide

Black Card

Target a three-tile line starting from yourself. All creatures in this line are moved two tiles toward or away from yourself. If they cannot do this, they move as far as possible.

Conflagration (Spell)

Even Red Card

Target a Flames tile. The flames explode outwards in a dramatic fashion, extinguishing themselves in the process. All creatures adjacent to the explosion defend against an attack of Magic Strike + 3.

Icicle (Spell)

One Club or Two Even Cards

Target a creature, which shall be struck with a piercing icicle of otherworldly frost. The target suffers 3 Speed Handicap.

Killing Frost (Spell)

Two Clubs or Three Black Cards

A final, chilling frost overtakes the battlefield. All targetable creatures with less than 1 Speed suffer 1 Hit.

Into Smoke (Spells)

Two or More Prime Cards

Cast this spell when you are standing within a contiguous cloud of Smog at least 6 Tiles in size. You melt into the smog, removing your character piece from the board and becoming and intangible part of the cloud. You may not make physical attacks or move while in this state, but may cast spells as if you were standing anywhere within.

The spell may be ended at will, in which case you appear anywhere within or adjacent to the Smog cloud. The spell also ends when as many tiles of Smog as spent Reagents have been removed from the cloud. In this case, you re-appear anywhere within the removed tiles.

Permafrost (Spell)

Three Ascending Cards (Multi)(Spell)

Unleash a bone-chilling frost which just can't be shaken. For the rest of the battle, Speed Handicap cannot be cleansed for any reason.

If this would cause a stalemate, every participant in the battle passes unconscious for a few hours, and will not be in a fit state for battle upon awakening.

Winter's Breath

One Star Suit or One Club and One Spade

You gently expel a cone (#2) of icy breath. All creatures with Speed less than 6 in the targeted area suffer 2 Speed Handicap.

Frost Golem

Face Card, Two Black Cards

Summon the Frost Golem, a monolith of ice and snow! The golem has Strike = Magic Strike + 2, Defense = Defense + Defense/2, and Movement = 2, at the end of the casters turn, everyone within 2 tiles of Frost Golem takes 2 speed malus.

Flame Tyrant

Heart, Two Red Cards

Summon the Flame Tyrant, titan of heat and pain! The tyrant has Strike = Magic Strike * 2, Defense = Defense + 3 and Movement = 4

Pale Shark

Spade or Diamond

The Pale Shark is an aquatic omen portending violence. This spell summons the shark on Brine within two tiles of yourself. The shark has Strike = Magic Strike * 2 + 2, Defense = Defense * 2 + 1 and Movement = 6, but it may only move on and within Brine. The shark is immune to the effects of Brine.

Pit Viper

Two Cards of Differing Suit

The Pit Viper is a frail but stealthy creature, carrying a powerful and debilitating bite. This spell summons the viper, which has Strike = Magic Strike + 2 and Defense = 2. When the Pit Viper is within Smog, it cannot targeted, and the Strike of the viper is doubled!

Ravenous Bloom

2 Clubs and 1 Spade

A massive 2x2 venomous flower bursts out of the ground. This summon cannot move and has a defense of 4 x Caster's Defense. On the Caster's turn, the Bloom can make an attack of 3 x Caster's Strike to consume an adjacent enemy. This attack is unrepostable. Regardless of if the attack hits, smog is placed on the tile that was targeted, if there are no enemies around the Bloom, smog can simply be placed down.

Bramblelash

3 Clubs

If thorns are on the board, this costs 1 less club. If there are no thorns add 2. The thorns now have sentience. On the caster's turn, they can either attack(Using their action) with the throns or extend them(Not using action). For attacking, the thorns can attack an adjacent enemy with strike=Number of Thorns, or attack an enemy within thorns with strike=Number of Thorns x 2. To extend, roll 1d4 and add that many to connected to the current thorns. When Concentration is broken, the thorns do not go away.

Strangleweed

1 Spade Face Card

Target an adjacent creature from a thorns tile. A branch of thorns lunge out and grab the creature and pull it into thorns. If you target a creature already in thorns, they can be moved through 2 tiles of thorns in any direction.

Ouroboros

2 Cards under 6

2 Tiles of field affects that are adjacent to eachother are suddenly consumed by a shadowy thick skinned reptile, the Ourobo. The Ourobo is initially as large as the 2 tiles it replaced. As soon as it is in play, it may begin consuming field effects. Using its action, it may consume up to 3 field effects and then take their place by growing. The Ourobo has Strike equal to current size and defense equal to twice size. All tiles occupied by the Ourobo count as being occupied for movement purposes. The Ourobo has 2 movement.

Calamitous Omen

Face Card of your star suit and 2 diamonds

Target a creature within 3 tiles, your limbs convulse as you call out in an unknown tongue and horrible energy surrounds them. You take malus equal to the power of the higher diamond in a stat of your choice. You concentrate on altaring their destiny to end. Give both diamonds to the enemy, on each of you following turns, take 1 back. When no cards remain, they suffer a strike of 20.

Kamikaze

2 Cards of the ally's star suit, primary action

An adjacent consenting ally (or yourself) is cloaked in yellow red mist. Give both cards to the ally. When the ally is struck down. This mist explodes and all within 2 tiles immediatly suffer defense malus equal to the total of the 2 initial cards or 2. All within 2 tiles then defend from caster's magic strike x 2.

Short Fuse

2 Black Cards

A small autonomous joyful bomb that can occupy tiles with other creatures appears adjacent to you. At the begining of the caster's turn(if multiple bombs, the shortest fuse goes first), the bomb will attempt to move up to 4 tiles towards an enemy in sight. Then, roll 1d6. If it is a 6, the bomb explodes, each round, the roll required to explode is lowered by 1. First round 6, second round, 5 and 6, third round, 4,5,6, etc. When the bomb explodes, all adjacent suffer 2 malus in every stat. If it occupies the same tile, 3 in every stat.

Proximity Fuse

2 Black Cards under 8

A grumpy stout bomb appears at least 2 tiles away from any creature. Whenever a creature's physical movement passes within 2 tiles, roll 1d6 based on the closest the creature and the bomb will be. If the creature is 2 tiles away, the bomb explodes on a 4 and above. For adjacent, the bomb explodes on a 2 or above. When the bomb explodes, all within 2 tiles suffer 3 defense malus, 2 speed malus, and are shoved to be non-adjacent to the bomb, the bomb then disappears.

Firewalker

2 Red Cards and a corpse

The corpses rises again, cloacked in flame. The Firewalker is immune to Flame and creates flame on every tile it crosses. If it crosses a tile with flame, that flame's timer is reset as if it had just been placed. Flame zombie

Drought

Remove 1d20 Thorn and Brine tiles from the field. For rest of battle, whenever thorn or brine placed, may remove half.

Burn Out

Same as drought but for slime and flames

Stem Cells

Give ally 2nd life using slime tile nearby

Four Dozen Eggs

Caster magically eats four dozen eggs allowing them to grow to barge size and gain substantial defense and strike buff.

Quaff

Counterspell/dispel magic

Sunny Day

Battle Rule: Every Creature gains +2 in every stat upon which they have 0 malus

Cloud Day

Battle Rule: Handicap has half effect

Deja Vu

Cast on your turn or reaction to return the current acting creature to their position at the beginning of their turn.