
Spellcraft
Harnessing the raw power of Havokk requires not only a connection to it, but innate abilities found within each Hero to control it. Some Heroes specifically align with one type of Spellcraft, such as Chaotic or Void energy. Characters may find themselves utilizing their abilities in different ways depending on their species or region, but overall, Spellcraft can be defined as one of two types: Spells and Rituals.
Spells are single-event magical attacks, boons, or utility effects that assist the spellcaster or harm enemies. Rituals are powerful, ongoing effects that, once activated, remain in play, providing ongoing effects. When players use Spellcraft cards in the Campaign environment, additional factors are applied to playing these cards that make the experience more rewarding while also increasing the effectiveness of these cards.


Ongoing and enriching the power of the caster, Rituals are known to bring a variety of boons and abilities. Heroes empower themselves and their Allies with these magical auras, creating powerful synergies against their opponents when they align their magical auras.
Rituals do not have Spirit checks like Spells do, and do not have Spell Mastery applied to them. This is because of the nature of the Ritual card typing, and that it stays in play to provide a powerful ongoing effect. This is why, instead, Rituals boost your Hero character's stats (and sometimes your allies!)
In the description of each Ritual below, you'll see its Secondary Effect. These boosts to Hero and Ally stats will give your party an advantage over your opponents if you stack these bonuses correctly!


Spells are the main chunk of magical power usage on Havokk, with access to power being common throughout the realm. Characters with access to magic (through whatever means) will often use this power to their advantage. These temporary effects or intense bursts of energy are everyday practice in a realm filled with spontaneity and danger.
Depending on your Hero's Spirit check value, you may get bonus effects through Spell Mastery. One of the perks of aligning one's Secondary effects and stats is having access to a higher Spirit stat value. This increase over your opponent is represented in raw power; your Spells have increased effectiveness. Each Spell's mastery categories provide different bonuses that synergy with the spell's main effects.

When playing a Spell or Ritual card in the Campaign format, the player using this Spellcraft card makes a Line-of-Sight check to their target (in most cases, and when using 3d environments/rules), followed by playing the card. Not all Spellcraft cards require a line of sight to the player’s chosen target.
The following is the order of operations for playing a Spellcraft card in the Campaign format:
If the Spellcraft card is a Spell card, the card is usually placed in the owner’s Discard Pile after use or banished. Follow the instructions on the card.
Line of Sight and Required Components
If a card calls for a special component, such as paying its [Anima] cost or having the choice to discard a card while playing it, follow the instructions for these required components as the card or effect is written. Otherwise, Line of sight (and whether it’s required by the Spellcraft card) is the only other requirement of playing a Spellcraft card. Line-of-sight, which is a completely optional component of the game used when players have opted to use 3d models and environments, is the required component of some Spellcraft cards, as this implies the capability of being able to perform Spellcraft is based on the character’s ability via the game lore and card rule text.
Simply owning the card and being able to play it per the rules text of the card (such as “Light Characters only,” And having a Light Hero character) is the main requirement of playing a card. In the Campaign format, Line-of-Sight and whether the Spellcraft card requires it are the only other required components. The reasoning for this is that if a minimum Spirit value component were required to play cards, this could create events where players are unable to play the cards they own, and this is not ideal for anyone.




Most Spellcraft effects have specifically chosen targets or several affected objects. In the Campaign format, descriptions of each Spellcraft card include the “Area of Effect,” which defines either the number of chosen targets or the size of the area affected by the Spellcraft card, measured in units. The tables and examples below demonstrate how to determine what objects are affected by each Area of Effect type.
The last component of Area of Effect is what some refer to as “Friendly Fire.” Before any Campaign format game begins, the game’s Lore Master should confirm with the playgroup whether they want characters and objects friendly to their party to be included in the Area of Effect for card and ability effects. For a more realistic play experience, it is recommended that Spellcraft cards affect all applicable objects within their Area of Effect. It is also recommended that Line of Sight be considered in this way, where even a friendly character could potentially disrupt or block a line of fire to a Spellcraft card’s intended target.
The examples below depict affected areas for each type of "shape." Spellcraft areas of effect are described as:


The perks of having a deeper connection with the mystical energies of the realm are that your increased power means increased effectiveness. In the case of Spells and Rituals, this draws the line because those who know magic, and those whose magic is known. The higher a character’s Spirit check is, and the higher theirs exceeds their chosen target’s, will empower Spell cards by either providing increased damage, additional effectiveness to ongoing abilities, or increased healing effects.
Spellcraft Mastery is divided into the following categories: Augment, Damage, Heal, Advantage, Chaotic, Light, and Void. For each Mastery type, the Spell receives bonuses per tier associated with that Spellcraft Mastery category.
For example, if a Spell was listed as having the “Damage” and “Utility” Spellcraft Mastery categories, and your character’s total Spirit check was 35, then your Spell would receive the Tier 3 Spellcraft Mastery bonus for both the Damage and Utility categories. The following logic is applied with Spellcraft Mastery and Spellcraft cards:
All Spellcraft cards begin at Tier 0 regarding Spellcraft Mastery and corresponding Mastery bonuses. Players determine the appropriate Tier of Spellcraft Mastery applied to each Spellcraft card played after all required Spirit checks have been completed.
Spellcraft Mastery bonuses are only applied through the remainder of the card's resolution.

This category of Spellcraft Mastery is specific to Chaotic alignment Spells and Rituals.
Chaotic magic synergizes with the [Reshape] and [Gambit] abilities. Reshape changes the nature of matter and is controlled by mages to recycle used resources and energy. Chaos mages who have mastered the ability to shift dimensional energy utilize the strengths of Gambit to their advantage. The constant flow of cards through your discard pile, deck, hand, and banish area prevent your opponent from being able to respond to your cards as effectively because they are constantly moving, use this to your advantage!
Spell Mastery Tier | Spell Mastery Bonus |
Tier 0 (Spirit Check 0 – 9) |
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Tier 1 (Spirit Check 10 - 19) |
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Tier 2 (Spirit Check 20 - 29) |
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Tier 3 (Spirit Check 30+) |
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This category of Spellcraft Mastery is specific to Dark alignment Spells and Rituals.
Embracing the tenets of the Void’s dark masters Aribus and Zhakul, mastering Void magic requires ruthlessness and hatred for the living. Void magic is known for reducing an opponent’s ability to fight through powerful debuff abilities, or dealing damage over time, weakening their foe’s overall resolve through powerful toxic effects. Even the Anima ability encompasses the teachings of Void by sacrificing your own life force for the empowerment of the dark magics it offers. Masters of the Void’s arsenal are dedicated to eradicating life wherever it is found.
Spell Mastery Tier | Spell Mastery Bonus |
Tier 0 (Spirit Check 0 – 9) |
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Tier 1 (Spirit Check 10 - 19) |
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Tier 2 (Spirit Check 20 - 29) |
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Tier 3 (Spirit Check 30+) |
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This category of Spellcraft Mastery is specific to Light alignment Spells and Rituals.
Upholding the beliefs of Uutu and Lylath, that "all who stray from the light must be purged by it for the greater good," the mastery of these magical abilities only intensifies that luster. Light Spells are associated with utilizing the [Purge] ability with great effect, reducing an opponent’s available resources as well as reducing their ability to defend themselves. Light Spells and Rituals are also magics founded by Uutu, focused on empowering individuals, healing them, and protecting them from the forces of darkness.
Spell Mastery Tier | Spell Mastery Bonus |
Tier 0 (Spirit Check 0 – 9) |
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Tier 1 (Spirit Check 10 - 19) |
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Tier 2 (Spirit Check 20 - 29) |
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Tier 3 (Spirit Check 30+) |
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This category of Spellcraft Mastery is defined by the variety of effects that benefit the caster. These “Utility” effects provide the mage with additional capabilities for combat and non-combat related adventures. Advantage Spells often provide players with extra cards, or searching their decks for specific cards, stop their opponents from attacking, and a plethora of other types of effects.
Spell Mastery Tier | Spell Mastery Bonus |
Tier 0 (Spirit Check 0 – 9) |
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Tier 1 (Spirit Check 10 - 19) |
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Tier 2 (Spirit Check 20 - 29) |
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Tier 3 (Spirit Check 30+) |
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This category of Spellcraft provides buffs, boons, and ability increases to either a character or an object’s effectiveness. Augment Spellcraft focuses on applying effects. These types of Spells and rituals benefit players in various ways, but are usually known for increasing a character’s stats or the bonuses provided to character stats.
Spell Mastery Tier | Spell Mastery Bonus |
Tier 0 (Spirit Check 0 – 9) |
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Tier 1 (Spirit Check 10 - 19) |
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Tier 2 (Spirit Check 20 - 29) |
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Tier 3 (Spirit Check 30+) |
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This category of Spellcraft is defined by raw damage and the ability to obliterate foes through magical force. Damage Spellcraft focuses on high-intensity burst damage to one or more chosen targets. This type of Spellcraft is simple and effective, but never underrated as an effective means to dispel foes of all sizes and threat ranges.
Spell Mastery Tier | Spell Mastery Bonus |
Tier 0 (Spirit Check 0 – 9) |
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Tier 1 (Spirit Check 10 - 19) |
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Tier 2 (Spirit Check 20 - 29) |
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Tier 3 (Spirit Check 30+) |
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This category of Spellcraft is defined by restoring health and removing harmful status effects from characters through benevolent magical abilities. Spells and Rituals that restore HP or remove status effects are powerful and essential to keeping players alive. This type of Spellcraft is common amongst Clerics, Paladins, and Mages, but it is not unusual for individual adventurers to learn healing magic as a means of self-preservation.
Spell Mastery Tier | Spell Mastery Bonus |
Tier 0 (Spirit Check 0 – 9) |
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Tier 1 (Spirit Check 10 - 19) |
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Tier 2 (Spirit Check 20 - 29) |
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Tier 3 (Spirit Check 30+) |
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Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.