Spells
18 spells — 12 Common, 6 Arcane. Casting costs 1 Focus token (any attribute) plus the spell's INT test.
Common Spells
12 spells — INT 2+ required.
Mend Wounds
Test: INT vs. 1
Effect: Restore wounds equal to successes rolled (max 4) to the target hero.
Upcast: 3+ successes: also remove 1 Corruption from the target.
The body remembers what whole felt like. This spell reminds it.
Searing Bolt
Test: INT vs. 1
Effect: Counts as a ranged attack action against one monster — this spell may join a Combined Attack pool exactly as an AGI contribution would, if other heroes are attacking the same monster. If successes ≥ the monster's Toughness, it is damaged (flip to Damaged side). Against an already-Damaged monster, any success defeats it.
Upcast: 3+ successes: the bolt ignites — the target monster takes 1 additional automatic success on top of your roll.
Not subtle. Not elegant. Exactly as effective as it needs to be.
Ward of Turning
Test: INT vs. 1
Effect: Until the start of your next turn, the next monster attack against you deals 0 WND and 0 COR (fully negated). Does not cost your Attack action — this is a Cast Spell action, resolved separately.
Upcast: 3+ successes: the ward negates 2 attacks instead of 1 before expiring.
An invisible hand, raised in refusal.
Voice of Command
Test: INT vs. 1
Effect: One Common-tier monster skips its next activation entirely — it does not move or attack. Its Hunter condition is suppressed for that activation only. Does not work on Elite or Boss monsters.
Upcast: 3+ successes: this monster's Hunter condition, if any, is also suppressed for the rest of the round, not just its next activation.
The tone matters more than the words.
Reveal Hidden
Test: INT vs. 1
Effect: Immediately reveal the top card of your current tile's encounter deck without resolving it. You may leave it on top or shuffle it back into the deck, caster's choice.
Upcast: 3+ successes: also reveal the second card from the top, and choose the order of both before returning them.
The world is full of things that do not want to be seen. This spell disagrees.
Brace the Faithful
Test: INT vs. 1
Effect: Each affected hero gains +1 die on their next INT test this round. The bonus expires unused at end of round.
Upcast: 3+ successes: the bonus applies to the next TWO INT tests for each affected hero.
Courage is contagious when someone with enough of it stands beside you.
Banish Undead
Test: INT vs. 1
Effect: Force one undead monster to lose its next activation entirely — it does not move or attack this round.
Upcast: 3+ successes: a second undead monster within range is also forced to skip its next activation.
The dead have no right to be here. This spell enforces that.
Cloak of Mist
Test: INT vs. 1
Effect: Until the start of your next turn, any Hunter targeting you reverts to standard targeting rules for this round. You may move through occupied spaces freely this round.
Upcast: 3+ successes: extend the cloak to one adjacent hero as well.
You are still there. The monsters simply stop believing it.
Alchemical Transformation
Test: INT vs. 1
Effect: Gain 1 gold for each success rolled.
Upcast: 3+ successes: gain 2 additional gold.
Lead into gold is a myth. Rust into gold, however, just takes the right words.
Earthen Snare
Test: INT vs. 1
Effect: The ground grips one Common or Elite monster — its MOV is reduced to 0 until end of round. It may still attack if a hero is in its space. Does not affect the Boss.
Upcast: 3+ successes: attacks against the snared monster this round gain +1 die.
The earth is patient. It has been waiting for something to stand still long enough.
Guiding Light
Test: INT vs. 1
Effect: The target hero may immediately move up to 3 spaces, free, outside their turn. This movement does not trigger monster retaliation.
Upcast: 3+ successes: the target may move up to their full Movement instead of 3.
Not a push. An invitation.
Bulwark
Test: INT vs. 1
Effect: Reduce all incoming WND from monster attacks this round by 1 (minimum 0 per attack). Applies separately to each attack you take this round, not as a one-time pool.
Upcast: 3+ successes: also reduce all incoming COR by 1 this round.
Not a wall. A decision to not be moved.
Arcane Spells
6 spells — INT 4+ required.
Rift Collapse
Test: INT vs. 2
Effect: Must be cast at a Rift Gate space. Add 2 automatic successes to the next Banish roll attempted at this Rift this round (does not require the casting hero to participate in that Banish roll). Casting this spell does not itself cost a Banish action.
Upcast: 5+ successes: add 3 automatic successes instead of 2. If this causes the Rift to close (4+ successes total), each hero on the space draws 1 item card.
The Rift is a wound in the world. Some wounds can be forced shut.
Storm of Blades
Test: INT vs. 2
Effect: Conjure spectral blades to strike one monster anywhere on a target tile, even a tile the caster is not on. Successes ≥ the monster's Toughness flips it to Damaged; against an already-Damaged monster, any success defeats it. Does not count as an attack action and cannot join a Combined Attack pool — this is ranged conjuration, not weapon work.
Upcast: 5+ successes: target a second monster on the same tile, resolved with the same successes independently.
Distance is a courtesy she no longer extends to her enemies.
Veil of Forgetting
Test: INT vs. 2
Effect: All Hunter conditions on this tile are immediately removed. Every monster on this tile reverts to standard targeting (players choose, or lowest HP on Hard) until a new Fate token or encounter re-applies a Hunter.
Upcast: 5+ successes: also prevent any new Hunter condition from being applied on this tile until the next Fate Phase.
They were hunting someone. They can no longer recall who, or why.
Soul Anchor
Test: INT vs. 2
Effect: The target hero cannot be Corrupted this round — if their Corruption would reach 6, it is held at 5 instead. Additionally, remove 3 Corruption from the target.
Upcast: 5+ successes: the anchor holds for the rest of the session — the target's Corrupted threshold is raised to 7 until their Corruption drops below 4.
The body can be lost. The soul is argued over.
Fireball
Test: INT vs. 2
Effect: Counts as an attack action against every monster in your space simultaneously — this spell may join a Combined Attack pool exactly as a STR or AGI contribution would. Resolve successes against EACH monster present independently: successes ≥ a monster's Toughness flips it to Damaged; against an already-Damaged monster, any success defeats it. The Boss is not immune — Fireball resolves against Malachar exactly like any other monster.
Upcast: 5+ successes: the explosion also places 1 Doom token on this space (the heat scars the ground, drawing the dark closer).
She does not aim. She simply stops holding it back.
Temporal Unravelling
Test: INT vs. 2
Effect: Take an additional full hero turn immediately (2 actions + 1 free Move). This extra turn resolves completely before the Monster Phase begins. Can only be cast once per session.
Upcast: 5+ successes: one adjacent hero also takes an additional full turn immediately after yours.
She felt the moment stretch. She used it.