Spellcraft Card Descriptions

The following section covers each of the game’s Spellcraft cards. Included in their descriptions are the card rules for playing the card in the Arena and Quest format. Campaign format-specific information, such as whether the card requires line-of-sight or has additional bonuses, is also shown. An important component related to line-of-sight and the Campaign format rules is the area of effect that each Spellcraft card has. Players are not required to use 3d environments and objects, but if they are, they must follow the line of sight and area of effect rules for each type mentioned.

 

The Spellcraft Card Gallery is an image-only gallery of each Spellcraft card. For full profiles, see further below.

Spellcraft Card Gallery

Spellcraft Card Full Profiles

 

Below is an example of how to read through the following section of this guide. 

  • Card Name

  • Lore Description: A description of the Spellcraft itself, as it would be described in the world of Havokk as a Spell or Ritual magical effect.
  • Card Type/Subtype: Main Card type (Hero Character, Character, Item, Skill, Spellcraft, Event) / Subtype (Weapon, Armor, Shield, Spell, Ritual, Ability, Technique)
  • Rules Text: This is what the card does, and the specific rulings of how to play the card.
  • Spellcraft Mastery: The Spellcraft type (Augment, Damage, Heal, Advantage, Void, Chaotic, Light) and bonus attributes based on the Campaign-specific stat Spirit.
  • Secondary Effects: These are the Campaign-specific secondary effects associated with Spellcraft cards for a more immersive experience. Usually, these effects are Status Effects or temporary effects applied with a chance of occurrence. See the previous sections for more information on Status Effects/Illnesses/Ailments, and how to apply these effects.
  • Campaign Format Effects: These are specific to the format and are typically direct bonuses to Vigor, Spirit, or Empathy. Similar to secondary effects, but ongoing while the Ritual card is in play.
  • EXP value: This value represents the overall “level” of the card – the higher the value, the more significant the item is.
  • Line-of-Sight: There is either a “Yes” or “No” indicator here, or additional context explaining what is required to play the Spellcraft card.
  • Area-of-Effect: How many chosen targets the Spellcraft card has, or the specific measurement of units affected by the spell per the Areas of Effect mentioned above.
  • Rank / Card #: Card Rank (1, 2, 3, 4) / Card Number (The card’s official number per set released).

 

Please click on each of the expanding sections below to see each of the game's Spellcraft cards:

Lore Description: Harnessing chaotic energy in the vicinity, the mage creates a destructive blast that is wild and unpredictable.


The energy itself is controllable by the mage casting the spell, but the amount of energy released in the blast is wild and random, based on the amount of chaotic energy surrounding them.

Card Rules Text:

[Gambit]: When this card is discarded from your hand from an effect or as part of an ability, Banish it. Return it to your hand at the beginning of your next turn.

 

Choose an opponent to reveal the top card of their deck. Chaos Bolt deals 2 damage to up to X characters that opponent controls, where X is the EXP value of the revealed card. Place the revealed card at the bottom of its owner's deck afterward.


Spellcraft Mastery:

  • Chaotic, Damage 

Secondary Effects:

  • Spirit 1 check: Apply Disoriented/Confused status effect to each affected target for [Fate Check] turns.

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Use the card description.
  • (Each chosen target must be within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 3 / #030

Art:

  • Ranzinza Cinza

Lore Description: A blast of chaotic energy. A commonly used spell by chaotic mages. Drawing multiple small amounts of ambient energy from around them, the mage creates a magical blast of chaotic energy directed at their foes.

Card Rules Text:

[Gambit]: When this card is discarded from your hand from an effect or as part of an ability, Banish it. Return it to your hand at the beginning of your next turn.

 

Deal 1 damage to an opposing character for each card placed into your hand with the [Gambit] ability this turn.

 

Spellcraft Mastery:

  • Chaotic, Damage 

Secondary Effects:

  • Spirit 1 check: Apply Disoriented/Confused status effect to each affected target for [Fate Check] turns.

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Cone, Single chosen target

  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 1 / #031

Art:

  • Ranzinza Cinza

Lore Description: Releasing a radial burst of anti-magic energy, the user dispels the magical effects around them. The spell does inflict damage upon the user as well, depending on how powerful their magic is, but to strip power from their enemies is often worth the minor setback.

Card Rules Text:

Discard all Spellcraft cards from play. Deal 1 damage to each player's Hero equal to the number of cards that player discarded this way.


Spellcraft Mastery:

  • Chaotic, Damage 

Secondary Effects:

  • Spirit 1 check: Apply the Disoriented/Confused status effect to each damaged opposing character for [Fate Check] turns.
  • Spirit 1 check: Apply the Mental (Low) ailment effects to each damaged character for [Fate Check] turns.

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Radius/Sphere from each player’s Hero character.
  • (Within 23 m / 75 ft. / 15 units)

Rank / Card #:

  • 2 / #032

Art:

  • Ranzinza Cinza

Lore Description: Concentrating energy from their surroundings, chaotic mages may create shields which lessen the impact of other magical effects or physical blows.

 

A powerful enough reaction from the mage can even direct a small amount of damage back at the attacker. This powerful ritual encompasses your Hero, and visually, the air around them almost seems to crackle with electricity travelling through the air, but transparent as if watching cracks appear in a windowed box around your Hero.

Card Rules Text:

[Gambit]When this card is discarded from your hand from an effect or as part of an ability, Banish it. Return it to your hand at the beginning of your next turn.

 

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.


Action: [Swift Action]: Discard a Spellcraft card from your hand to prevent X damage being dealt to a character you control, where X is half the EXP value of the discarded card, rounded down..

 

Campaign Format Effects:

  • Your Hero gets +1 Spirit.

Card Type/Subtype:

  • Chaotic Spellcraft / Ritual

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 2 / #033

Art:

  • Ranzinza Cinza

Lore Description: Ytaxian evolution can happen over seconds, depending on the complexity of the change. Typically, their threat assessment and survival reflexes take over and provide them with the means necessary to outlive their enemies. If the Ytaxian feels threatened or in need of tools, weapon-like appendages can be grown as needed.

 

Despite this type of effect normally being associated with Ytaxian physiology specifically, the effect itself is still tied to chaotic Spellcraft in general, and non-Ytaxian mages find that they two can affect their overall performance by channeling this unique type of magical energy.

Card Rules Text:

[Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.


Ongoing: Whenever you use the [Reshape] ability for the first time each turn, your Hero gets +1 ATK until end of turn. If your Hero is a Chaotic Hero, they get +2 ATK instead.

 

  • Chaotic, Augment

Campaign Format Effects:

  • Your Hero gets +1 Spirit.

  • Your Hero gets +1 Vigor.

Card Type/Subtype:

  • Chaotic Spellcraft / Ritual

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 3 / #034

Art:

  • Ranzinza Cinza

Lore Description: Rapid hybridization and evolutionary change often takes a toll on lesser Ytaxians or their creations, but the sacrifice their chaotic energy brings back to other beings is well worth the cost.

 

The mage transmutes the energy of one object and, through chaotic energy, reshapes it entirely into a new object. Sometimes, this is an unpleasant experience.

Card Rules Text:

Discard a card you control from play to reveal the top X cards of your deck, where X is the card's EXP value. Choose a Character or Item card from the revealed cards with an EXP value of X or less and play it. Shuffle the other revealed cards into your deck.


Spellcraft Mastery:

  • Chaotic, Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 4

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Cube, Single chosen target.
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 1 / #035

Art:

  • Ranzinza Cinza

Lore Description: Skin turns from flesh to the density of metal, increasing the defensive capabilities of your Hero and their allies. Affected characters’ forms continue to increase in density as they are continually attacked.

 

This powerful ritual provides an ongoing defensive aura and effect, making it a popular magical effect used amongst healers, clerics, and Templars.

Card Rules Text:

Ongoing: Whenever a character you control blocks, it gets +1 AC until end of turn for each time it has blocked this turn, to a max of +5.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.

Card Type/Subtype:

  • Chaotic Spellcraft / Ritual

EXP value:

  • 5

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, the surrounding Radius/Sphere
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 2 / #036

Art:

  • Douglas Draco

Lore Description: Armanos, the dark Elder Dragonkind of war and destruction, used powerful magic to corrupt the wills of all mortal species during the events of the Elder Dragonkind war, and amidst his disciples, he bestowed them with spells capable of inciting violence in the minds of unsuspecting individuals.

 

This spell temporarily blinds an opponent with rage, causing them to attack their comrades wildly and indiscriminately.

Card Rules Text:

Choose a character you don't control to place an attack against another opposing character controlled by the same player. If an opposing character is defeated from the attack, you may draw a card.


Spellcraft Mastery:

  • Chaotic, Advantage

Secondary Effects:

  • The Controlled status effect is applied to the Character chosen to place the attack. Following the resolution of the card’s effect, the character that placed the attack has the Disoriented/Confused status effect applied to them for 1 turn.

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Radius/Sphere, two opposing characters controlled by the same player.
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 2 / #037

Art:

  • Douglas Draco

Lore Description: The chaos mage’s ultimate attack is the Reality Breaker: a destructive rain of chaotic energy, resembling a sphere surrounding the mage and their enemies, inside the sphere, all those trapped are bombarded with the shards of the world closing in on them, made from what appears to be the very sight of reality itself being broken away from where it was and hurled at foes with deadly speed and force. This miniaturized blackhole effect then supernovas at the end, releasing the deadly onslaught of energy outward in all directions and further blasting and destroying anything caught in the blast radius.


As a method of defending themselves against this power, the mage casting the spell may sacrifice some of their energy to shield themselves from some of the blast, though this is not always needed. Reality Breaker, like other chaotic Spellcraft, is inconsistent and doesn’t always react this adversely in the first place. Like chaos itself, Reality Breaker is wildly unpredictable.

D20 Result / Effect

  • 1 = Deal 1 unavoidable damage to the last character chosen to receive damage.
  • 2 = Apply Disoriented/Confused to all opposing characters chosen as targets for 2 turns. Spirit 1 check to resist.
  • 3 = Apply Asleep/Unconscious to every third character chosen as targets for 3 turns. Spirit 1 check to resist.
  • 4 = Place 3 Burn tokens on each opposing character chosen as targets.
  • 5 = The damage dealt by Reality Breaker is dealt in [Toxic] damage to each character chosen as a target.
  • 6 = Each character chosen as a target has Frozen applied to them for 2 turns. Spirit 1 check to resist.
  • 7 = Deal 1 unavoidable damage to any characters chosen with a 7 EXP value.
  • 8 = Apply Disoriented/Confused to all opposing characters chosen as targets for 2 turns. Spirit 1 check to resist.
  • 9 = Apply Asleep/Unconscious to every third character chosen as targets for 3 turns. Spirit 1 check to resist.
  • 10 = Each character chosen as a target has Frozen applied to them for 2 turns. Spirit 1 check to resist.
  • 11 = If 11 unique chosen targets have been selected, each chosen target ignores all damage dealt from Reality Breaker.
  • 12 = Place 3 Burn tokens on each opposing character chosen as targets.
  • 13 = Deal 1 unavoidable damage to all Non-Hero characters chosen with an 7 EXP value or less.

  • 14 = Apply Disoriented/Confused to all opposing characters chosen as targets for 2 turns. Spirit 1 check to resist.
  • 15 = Apply Asleep/Unconscious to every third character chosen as targets for 3 turns. Spirit 1 check to resist.
  • 16 = Heal 1 damage from each character you control that was chosen as a target.
  • 17 = Whichever player has more characters chosen as targets from the total number of characters selected draws a card.
  • 18 = Each character chosen as a target has Frozen applied to them for 2 turns. Spirit 1 check to resist.
  • 19 = Place 3 Burn tokens on each opposing character chosen as targets.
  • 20 = Deal 1 unavoidable damage to the last character chosen to receive damage.

Card Rules Text:

[Gambit]: When this card is discarded from your hand from an effect or as part of an ability, Banish it. Return it to your hand at the beginning of your next turn.

 

[Chaotic characters only.]

 

Roll a d20. Deal 1 unavoidable damage that many times to any number of characters you choose, but you may not choose the same character twice in a row when assigning damage to characters. Banish after use.


Spellcraft Mastery:

  • Chaotic, Damage 

Secondary Effects:

  • Apply an effect from the "D20 Result / Effect" table based on the D20 result.

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 27 m / 90 ft. / 18 units)

Rank / Card #:

  • 3 / #038

Art:

  • Ranzinza Cinza

Lore Description: A signature trait of the Gambit ability that chaotic mages must master and familiarize themselves with is the ability to draw energy from their environment. This translates at times to sacrificing the energy the mage has gathered so that they may later draw from it.

 

Though chaos is not quantifiable in most cases, there is still an overall balance applied to the universe that keeps this cycle of magical energy flowing through Havokk.

Card Rules Text:

Ongoing: The first time you would place a card into your hand using the [Gambit] ability during your turn, you may place that card at the bottom of your deck instead. If you do, heal 1 damage from your Hero.

 

Campaign Format Effects:

  • Your Hero gets +1 Spirit.
  • Your Hero gets +1 Empathy.

Card Type/Subtype:

  • Chaotic Spellcraft / Ritual

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 2 / #039

Art:

  • Ranzinza Cinza

Lore Description: Creating a rift in the very realm itself, acting as a doorway between two points, the mage can create a portal and summon allies from near or far distances. The mage doesn’t summon the portal based on where they want the portal to be, instead, they call out to the individual they wish to summon, and the gate opens to them.

 

Characters only need to step through the Temporal Gate to be instantly taken to the other side of the portal. The portal itself resembles a swirling vortex with a view of another place. The portals may appear in several colors, or ranges of varying size, depending on the size of the being passing through it and who is casting the portal.

Card Rules Text:

Search your deck for up to three Character cards and reveal them. Place one into play and the other two into your hand. Shuffle your deck afterwards. Banish after use.


Spellcraft Mastery:

  • Chaotic, Advantage

Special Rules:

  • The character chosen to enter play must be able to enter play in a space they can normally occupy, within the 15-unit radius of the Hero’s location.

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Characters placed into play with this Spell must be within Radius/Sphere (Within 23 m / 75 ft. / 15 units) distance from your Hero.

Rank / Card #:

  • 3 / #040

Art:

  • Douglas Draco

Lore Description: Creating a similar effect as rapid evolution and Ytaxian physiology, this spell temporarily fortifies its chosen target with increased strength and increased vigor. The effect typically acts like a steroid, increasing the physical stature and intensity of the user. The Spell only lasts for a short time but has potent boons.

Card Rules Text:

Choose a character you control to get +2 ATK until end of turn. Heal 2 damage from that character. Banish after use.


Spellcraft Mastery:

  • Chaotic, Augment, Heal

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Chaotic Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Cone, Single chosen target.
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #041

Art:

  • Ranzinza Cinza

Lore Description: Mastery of chaotic magic gives one the insight into chaotic energy that most could never even begin to comprehend. Truly submitting oneself to Ytaxia and the will of the universe through this powerful ritual creates an intense alternating effect.

 

The ritual is empowered by specifically harmonizing chaotic energies into either a powerful offensive or defensive ability.

Card Rules Text:

[Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.

 

Ongoing: Ytaxian characters you control get +1 ATKand +1 AC until end of turn whenever a character with [Reshape] is defeated.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.

  • Your Hero gets +1 Spirit.

  • Ytaxians you control get +2 of Vigor or Spirit instead.

Card Type/Subtype:

  • Chaotic Spellcraft / Ritual

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 23 m / 75 ft. / 15 units)

Rank / Card #:

  • 3 / #042

Art:

  • Ranzinza Cinza

Lore Description: Enhancing the experience of pain in surrounding enemies, this powerful dark magic ritual causes victims to feel increased pain, torment, and suffering at the hands of ailments and injuries.

 

When opposing characters are within range of this ritual, they feel their body weaken, and any amount of damage dealt to them feels excruciating by comparison.

Card Rules Text:

Ongoing: Whenever an opposing character is dealt damage for the first time each turn, increase the damage dealt by 1.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.

  • Your Hero gets +1 Spirit.
  • Your Hero gets -1 Empathy.

Card Type/Subtype:

  • Dark Spellcraft / Ritual

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 27 m / 90 ft. / 18 units)

Rank / Card #:

  • 3 / #74

Art:

  • Douglas Draco

Blightmare
Lore Description:
A powerful blast of poison and concentrated vileness, Blightmare taints its victim both physically and mentally. Inflicting pain and poisoning their physical form, the disease and corruption are so intense that they reduce the character’s strength and ability to defend themselves through forced atrophy until the spell is resolved.

 

What makes this vile attack a signature spell of warlocks, witches, and necromancers is the ongoing effect that persists as long as the victim is continually poisoned, making them trapped in a perpetual nightmare of pain and suffering.

Card Rules Text:

[Toxic]: Place (X) Toxic counters on the character dealt damage. At the end of each turn, deal 1 unavoidable damage to each character with a Toxic counter, then remove one of those counters from each character with one.

 

[Dark Characters only.]

 

Deal 3 damage to an opposing character. Place X [Toxic] tokens on that character, where X is its EXP value. Banish after use.


Spellcraft Mastery:

  • Void, Damage

Secondary Effects:

  • You may have Blightmare damage, and characters with a high number (5+) of Toxic tokens on them suffer from the Infectious status.
    • Infectious Illness & Ailments - Effect or Affected Stats 
      • Light / Low: -1 ATK, -1 AC, -1 Vigor checks, -1 Skill checks. Effect duration typically 1-3 turns.
      • Medium / Mid: -2 ATK, -2 AC, -2 Vigor Checks,-2 Skill checks. Effect duration typically 4-6 turns. Effect duration typically 4-6 turns.
      • Severe / High: -3 ATK, -3 AC, -3 to Vigor checks, -3 to Skill checks. Effect duration typically 7-10 turns.

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Yes.

Area-of-Effect:

  • Line, Single chosen target.
  • (Within 27 m / 90 ft. / 18 units)

Rank / Card #:

  • 3 / #075

Art:

  • Dahlia Wilder

Lore Description: Promises of the Void easily corrupt mortals, as power is often all they seek. The Void rewards the faithful with this power, so increased physical prowess or effectiveness is a common gift bestowed upon greedy mages and mortals. Those who drive themselves to the brink of being fully consumed gain the greatest reward, but at what cost?

Card Rules Text:

[Anima 3]When you play this card, you may pay (3) HP from your Hero character. There is a secondary effect of the card or ability that only applies when the HP is paid. The HP is paid when the card is played, you must declare if you are paying the Anima cost before any other part of the card is resolved.

 

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

[Swift Action]: Your Hero gets +X ATK until end of turn, where X is the amount of HP your Hero has paid this turn. If you paid this card's [Anima] cost, your Hero may attack an additional time this turn.


Spellcraft Mastery:

  • Void, Augment

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 3 / #076

Art:

  • Douglas Draco

Lore Description: Dark mages empower themselves with many ongoing rituals and magical effects through their connection to the void, but the Malediction Aura is a ritual which captures their true malice towards the living by turning their intent to do harm into an effect which poisons the minds of its victims, filling them with uncomfortably intense sensations of hatred.

Designed to corrupt the minds of those affected, this ritual lowers the guard of affected individuals by blinding them with rage.

Card Rules Text:

Ongoing: Whenever an opposing character attacks, they get -1 AC until the end of your next turn. If an opposing character would deal attack damage to another opposing character, increase the damage dealt by 1.

 

Campaign Format Effects:

  • Attacking characters get +1 Vigor through the end of turn.

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 3 / #076

Art:

  • Douglas Draco

Lore Description: One of the main tenets of an individual agreeing to serve the Chancellors of the Void is swearing the Oath of Slaughter.

 

Once the being has “agreed” to the Oath, they commit themselves to endless slaughter, at any cost. While actively using this dark ritual, nearby enemies are weakened, making them easier to slay.

 

Furthermore, the reward for this endless bloodshed is renewed vigor to the attacker, further fueling the ideal that with more death comes more reward – the oath of slaughter.

Card Rules Text:

[Dark characters only.]


Ongoing: Opposing Non-Dark characters get -1 AC. Light characters get -2 AC instead.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.
  • Your Hero gets -1 Empathy.

Card Type/Subtype:

  • Dark Spellcraft / Ritual

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 27 m / 90 ft. / 18 units)

Rank / Card #:

  • 3 /#078

Art:

  • Ranzinza Cinza

Lore Description: Another tenet oath of the Void, when an individual agrees to the dark pact with the Chancellors of the Void, they agree to the Oath of Tyranny.

 

This powerful ritual weakens the victim’s resolve, decreasing their attack power and their ability to oppose their new dark master. Furthermore, the reward for this ongoing oppression of the living is a constant drain on their life force through inflicted pain whenever the dark mage further torments, creating a cycle of hopelessness and misery that prevents enemies from defending themselves. Oppression is the only path to success – the oath of tyranny.

Card Rules Text:

[Dark characters only.]

Ongoing: Opposing Non-Dark characters get -1 ATK. Light characters get -2 ATK instead.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.
  • Your Hero gets -1 Empathy.

Card Type/Subtype:

  • Dark Spellcraft / Ritual

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 27 m / 90 ft. / 18 units)

Rank / Card #:

  • 3 / #079

Art:

  • Ranzinza Cinza

Lore Description: This ritual captures the lingering essence and hatred of Armanos, the Elder Dragonkind responsible for war and violence on Havokk.

 

The ritual itself taunts those nearby with insidious whispers only those affected can hear, driving them to give into their darkest desires. The effect of the ritual increases the attack power of those affected, so their intentions to inflict harm are more successful.

Card Rules Text:

Ongoing: Attacking characters get +1 ATK. Attacking Dark characters get +2 ATK instead.

 

Campaign Format Effects:

  • Your characters get +1 Vigor.
  • Your opponent's characters get +1 Vigor when attacking.

Card Type/Subtype:

  • Dark Spellcraft / Ritual

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 23 m / 75 ft. / 15 units)

Rank / Card #:

  • 3 / #080

Art:

  • Tim Sparvero

Lore Description: A powerful dark spell that strikes at the very soul of the victim. The dark mage casting this spell causes the target to see and experience their worst fears and darkest memories, causing them to lose grip on themselves and their reality.

 

This temporary lapse causes them to be disoriented, shaken, and sometimes even stunned by the experience. Stronger characters may ignore these effects and instead feel an intense emotional pain or affliction.

Card Rules Text:

Choose an opponent. Discard all cards from their hand that share an alignment with their Hero. Banish after use.


Spellcraft Mastery:

  • Void, Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Single chosen Opponent.

Rank / Card #:

  • 3 /#081

Art:

  • Dahlia Wilder

Lore Description: Void mages use their dark energy to inflict harm on others, but their connection to this source can also restore their health and empower them as well.

 

When this spell draws out the life force of the mage’s chosen targets, the caster is empowered by the suffering and stolen essence, increasing their effectiveness.

Card Rules Text:

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

[Swift Action]: Deal 1 damage to each character an opponent controls. Your Hero character gets +1 ATK and +1 AC until end of turn for each character dealt damage this way, to a max of +3 for each stat.


Spellcraft Mastery:

  • Void, Damage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • From Hero, Cone
  • (Within 18 m x 60 ft. x 12 units)

Rank / Card #:

  • 2 / #082

Art:

  • Ranzinza Cinza

Lore Description: A signature ritual of practitioners of Void magic, the Syphoning Void ritual creates a small pocket of void energy that draws in energy until all that is left in the vicinity is the Void itself, consuming reality and destroying matter.

 

A powerful effect that can lead to devastating consequences if left unchecked, these rituals are often used to deprive opponents of their resources by absorbing matter and destroying it.

Card Rules Text:

Ongoing: At the end of your turn, banish the bottom card of an opponent's discard pile.

 

Campaign Format Effects:

  • Your Hero gets +1 Spirit.

Card Type/Subtype:

  • Dark Spellcraft / Ritual

EXP value:

  • 5

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Single chosen Opponent.

Rank / Card #:

  • 2 / #083

Art:

  • Dahlia Wilder

Lore Description: Representing one of the tenets of the Void, the “bargain,” as it is known, is the spell one uses to initiate contact with the Void’s dark masters. This spell requires the caster to make a sacrifice of themselves to summon an audience with Aribus or Zhakul.

 

When submitting themselves to the Void and dedicating themselves to its dark purpose, the caster is rewarded by these dark masters with power or influence to further convince the caster to submit all they are to the Void.

Card Rules Text:

[Anima 3]When you play this card, you may pay (3) HP from your Hero character. There is a secondary effect of the card or ability that only applies when the HP is paid. The HP is paid when the card is played, you must declare if you are paying the Anima cost before any other part of the card is resolved.

 

Until the beginning of your next turn, all cards played from a player's hand gain:

"[Anima 1]: Draw 2 cards". If you paid this card's [Anima] cost, you draw a card when a player pays an Anima cost this way.


Spellcraft Mastery:

  • Void, Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 2 / #084

Art:

  • Douglas Draco

Lore Description: An outward burst of poisonous gas and magical energy, this spell is one of the most powerful spells in the Witch, Necromancer, and Warlock arsenal.

 

Centered from the caster and extending outward, the energy passes through any living beings until it eventually dissipates, affecting any enemies within the caster’s radius. The spell causes immediate harm and continually poisons each affected target.

Card Rules Text:

[Dark characters only.]

 

Deal 2 damage to each opposing character an opponent controls with granted [Toxic 2].


Spellcraft Mastery:

  • Void, Damage

Secondary Effects:

  • Spirit 1 check - Apply the Stun status effect to all characters affected with an EXP value of 7 or less for 1 turn.

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 23 m / 75 ft. / 15 units)

Rank / Card #:

  • 3 / #085

Art:

  • Dahlia Wilder

Lore Description: Channeling the Void and gathering it in their foe, the dark mage exploits the weakness of its target by imploding the dark energy inside them, inflicting terrible suffering. The more the target has already been affected with, the more tremendous the damage.

Card Rules Text:

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

[Swift Action]: Deal X damage to an opposing character, where X is the total amount of minuses to their stats they are receiving, to a max of 5. Banish after use.


Spellcraft Mastery:

  • Void, Damage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Character attack radius.

Rank / Card #:

  • 2 / #086

Art:

  • Douglas Draco

Lore Description: Void energy is concentrated into the dark mage’s appendage or hand and is dispersed into an object, destroying it with anti-matter. This is a commonly used technique used by Assassins, Warlocks, and Paladins who align with the Chancellors of the Void, as it has a variety of uses for these villains’ dark will.

 

The caster must be close and able to grasp the object to destroy it, but the explosive energy released in addition to the removal is worth the risk to appease their dark masters.

Card Rules Text:

Choose a card attached to an opposing character in play and then discard that card. Deal X damage to the character the card was attached to, where X is half of the EXP value of the discarded card, rounded down.


Spellcraft Mastery:

  • Void, Damage

Secondary Effects:

  • Spirit 1 check - Apply the Stun status effect to characters dealt damage with an EXP value less than 7 for 1 turn.

Card Type/Subtype:

  • Dark Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Character attack radius.

Rank / Card #:

  • 2 / #087

Art:

  • Ranzinza Cinza

Lore Description: A signature spell of Lylath’s Archons – this spell allows the caster to absorb ambient or direct photons and light energy in the environment to restore their own light and health energy. Light mages have many ways to sustain themselves, making them a challenge to defeat. 

Card Rules Text:

[Purge]: When you play this card or activate this ability, banish a Non-Light card from an opponent's discard pile.

 

Banish a card from your discard pile. Heal your Hero for X+1, where X is the banished card's EXP value.


Spellcraft Mastery:

  • Light, Heal

Secondary Effects:

  • The character being healed may make a Spirit 1 check; if their total check is at least 15 or greater, you may remove a status effect from that character.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 3 / #119

Art:

  • Ranzinza Cinza

Lore Description: Channeling intense light into the face of their shield or weapon, the caster expels this light outward in a blinding display that temporarily dazes opponents. This magical light is so intense that it immediately draws the attention of those affected and directs them to try and extinguish the light.

Card Rules Text:

Deal 1 damage to up to five characters an opponent controls. Characters dealt damage this way must attack a character you control during their next turn if they are able.


Spellcraft Mastery:

  • Light, Advantage

Secondary Effects:

  • Spirit 1 check - Apply the Disoriented/Confused status effect on each chosen target for 1 turn.
    • Chosen targets who fail their resist checks by 10 or more have the Stun status effect applied to them for 1 turn instead.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • From Hero, Cone
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 2 / #120

Art:

  • Dahlia Wilder

Clairvoyance
Lore Description:
Using the power of light to shine through the thickest darkness, this magical ritual allows the mage to see all, as well as see that which will be, to a limited extent, through their connection to the light.

 

The effect created by the mage reveals those trying to magically conceal themselves with light so intense that no shadow is deep enough to hide in, and prevents them from using this ability while active.

Card Rules Text:

Ongoing: All players play with the top card of their decks face up and revealed.

 

Campaign Format Effects:

  • Your Hero gets +1 Empathy.

  • Because the top card of each player’s deck has already been revealed, this means that abilities such as [Hidden] cannot be used, since they require the player to reveal the top card of their deck.
    • The top card of the player’s deck has already been revealed, so it cannot be revealed again.

Card Type/Subtype:

  • Light Spellcraft / Ritual

EXP value:

  • 2

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere (99 x 99 x 99)

Rank / Card #:

  • 1 / #121

Art:

  • Ranzinza Cinza

Lore Description: When Danika finds herself frustrated, enraged, or generally overwhelmed, the Archon within sometimes takes hold, evoking powerful and terrible abilities with her. As she embraces this power, she has learned to control it more with time. The significant power that was awarded to her by Lylath far exceeds that of the others collectively, and her unbridled fury is something to be cautious of, even if you are on the same side.

Card Rules Text:

[Light characters only.]

 

Ongoing: At the beginning of your turn, [Purge] X times, where X is the number of players.

Ongoing: If this card would be discarded or banished from play, you may reveal and banish two Light cards from your hand to keep this card in play.

 

Campaign Format Effects:

  • Your Hero gets +3 Vigor and +3 Spirit when playing Light cards.

  • If you choose to banish two cards from your hand to prevent Danika's Fury from being discarded or banished from play, you must resolve this specific part of the process before any other effects or abilities are resolved.

Card Type/Subtype:

  • Light Spellcraft / Ritual

EXP value:

  • 9

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere (99 x 99 x 99)

Rank / Card #:

  • 1 / #121

Art:

  • Ranzinza Cinza

Lore Description: Channeling the power of light into their blow or attack, the character is so empowered by their sense of good or connection to the light that they can infuse themselves or their equipment with powerful energy.

 

The principle nature of the spell is that you channel your convictions into your strike, it is not required that you are a worshipper of the light, the only requirement of the spell on a personal level is that you strike with your truest conviction, free of doubt.

Card Rules Text:

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

[Swift Action]: Deal 5 damage to an opposing character and ignore Hidden for this effect. Discard an Item card attached to that character. Banish after use.


Spellcraft Mastery:

  • Light, Damage

Secondary Effects:

  • Spirit 1 check - Apply the Disoriented/Confused status effect on each chosen target for 1 turn.
    • Chosen targets who fail their resist checks by 10 or more have the Stun status effect applied to them for 1 turn instead.

Special:

  • If Divine Smite is used on a Dark character, apply Burn 3 on the chosen target. There is no resistance check for this effect.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Radius/Sphere, Single chosen target.
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 2 / #123

Art:

  • Douglas Draco

Lore Description: Restoring the strength and stamina of the caster and their allies, this powerful spell invigorates characters by restoring HP but also energizes their bodies. The light mage casting this spell must truly believe in both themselves and their comrades to channel this much restorative energy.

Card Rules Text:

[Light characters only.]

 

Heal each character you control for X, where X is your Hero's damage value. Each character healed this way gains [Blessed] until end of turn, or trigger the ability if they already have it. Banish after use.


Spellcraft Mastery:

  • Light, Augment

Secondary Effects:

  • Characters being healed may make a Spirit 1 check; if their total check is at least 15 or greater, you may remove a status effect from that character.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 27 m / 90 ft. / 18 units)

Rank / Card #:

  • 3 / #124

Art:

  • Douglas Draco

Lore Description: This magic ritual is centered on the Hero casting it, but the strength and endurance granted by the spell reflect the Hero’s perseverance and dedication to doing the right thing.

 

Heroes who battle the forces of darkness and defend the innocent are often an inspiration to those in need, but through the might of this ritual, they can share this power with their allies.

Card Rules Text:
Ongoing:
Characters you control get +1 ATK and +1 AC until end of turn whenever your Hero attacks.

 

Campaign Format Effects:

  • Your Hero gets +1 Empathy.

  • Ally characters you control get +1 Vigor and +1 Spirit.

Card Type/Subtype:

  • Light Spellcraft / Ritual

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, surrounding Radius/Sphere
  • (Within 27 m / 90 ft. / 18 units)

Rank / Card #:

  • 7 / #125

Art:

  • Dahlia Wilder

Lore Description: Empowering their bodies with photon energy, the light mage can rapidly assault multiple enemies through quick strikes of photon energy, moving as fast as light itself.

 

These light blades and weapons dispensed from the mage can take any form they please, though often resembling daggers, blades, or knives. The character is wrapped in ethereal light armor as the spell resolves, the light carrying them swiftly as they make each strike.

Card Rules Text:

[Purge]When you play this card or activate this ability, Banish a Non-Light card from an opponent's discard pile.

 

Banish the top card of an opponent's deck. Deal 1 damage to each character they control with an EXP value of X or less, where X is the banished card's EXP value.


Spellcraft Mastery:

  • Light, Damage

Secondary Effects:

  • Spirit 1 check - Apply the Disoriented/Confused status effect on each chosen target for 1 turn.
    • Chosen targets who fail their resist checks by 10 or more have the Stun status effect applied to them for 1 turn instead.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Use card description.
  • (Each chosen target must be within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 2 / #126

Art:

  • Ranzinza Cinza

Lore Description: When one light mage or character with magical ability uses Spells and Rituals, they individually can be formidable. When multiple sources of light energy or magical power are united, their power together combines, and this is seen put to effect in this spell.

 

The more sources of Light power from the party, the more powerful the healing from the spell. As the light intensifies, so does the effect it provides.

Card Rules Text:

[Light characters only.]

 

Heal a character you control for X, where X is the number of Light cards you control. Banish after use.


Spellcraft Mastery:

  • Light, Heal

Secondary Effects:

  • The character being healed may make a Spirit 1 check; if their total check is at least 15 or greater, you may remove a status effect from that character.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Cone, Single chosen target.
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 3 / #127

Art:

  • Ranzinza Cinza

Lore Description: One of the simplest and most effective magical rituals taught to new mages and used by veterans alike. This ritual entails creating a barrier of magical runes that block incoming physical force and magical effects.

 

Reducing the incoming damage that any mage receives is important to their self-preservation as well as to their party.

Card Rules Text:

Ongoing: Reduce the damage dealt to characters you control by 1. You may only have one copy of this card in play at a time.

 

Campaign Format Effects:

  • Characters you control get +1 Vigor.

Card Type/Subtype:

  • Light Spellcraft / Ritual

EXP value:

  • 3

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, the surrounding Radius/Sphere
  • (Within 23 m / 75 ft. / 15 units)

Rank / Card #:

  • 1 / #128

Art:

  • Douglas Draco

Lore Description: Benevolence and the desire to do good are such powerful forces that they can stop evildoers in their tracks. This powerful ritual prevents opposing characters from advancing past the barrier created as sanctified grounds.

 

Used mainly as a way to prepare a space for other magical rituals or spells, this ritual is a powerful tool in the hands of a Light mage, allowing them precious time and opportunity to prepare themselves for foes, or protect an area for a limited time.

Card Rules Text:

[Blessed]: When this card or another Blessed card enters play under your control, Blessed characters receive +1 ATK/+1 AC until end of turn.

 

Ongoing: Whenever an opposing character enters play, that character cannot attack that turn.

Ongoing: The first time a character you control enters play during your turn, use the [Blessed] ability.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.
  • Your Hero gets +1 Spirit.
  • If one or more Dark characters enter play under an opponent’s control, you and your opponent place the Dark characters into play and perform a Fate check.
    • If you win the check, apply the Stun status effect on the characters entering play for 1 turn. Spirit 1 check to resist.

Card Type/Subtype:

  • Light Spellcraft / Ritual

EXP value:

  • 9

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, the surrounding Radius/Sphere
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 4 / #129

Art:

  • Douglas Draco

Lore Description: A blinding burst of light used as a defensive measure. This spell blinds foes temporarily, either allowing the caster to escape or to attack without risk of provocation.

 

The magical light generated from the Spell is cast outward from the mage and blinds foes in all directions from them. Those affected are unable to respond immediately due to their inability to see.

Card Rules Text:

[Purge]: When you play this card or activate this ability, Banish a Non-Light card from an opponent's discard pile.

 

Up to X characters your opponents control cannot attack during their next turn, where X is your Hero's damage value. Banish after use.


Spell Mastery:

  • Light

Secondary Effects:

  • Spirit 1 - Apply the Disoriented/Confused status effect on each chosen target for 2 turns.
    • Chosen targets who fail their resist checks by 10 or more have the Stun status effect applied to them for 2 turns instead.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 4

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Use the card description.
  • (Each chosen target must be within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #130

Art:

  • Ranzinza Cinza

Lore Description: Using his unique brand of bardic sound to emit powerful sonic waves, this spell entrances individuals into dancing for the duration of the song.

 

Bardic magic and song magic are known for distracting their listeners; this sound is not always widely accepted, so some affected by this type of magic find themselves panicked or anxious at their inability to control their actions. Whenever used as a defensive means or an offensive distraction, this spell is surely guaranteed to cause some havoc.

Card Rules Text:

Until the beginning of your next turn, characters may not attack, and ignore all damage dealt to all characters. At the end of each player's turn they may draw a card. Banish after use.


Spellcraft Mastery:

  • Light, Advantage

Secondary Effects:

  • Characters affected by this Spell have the Controlled status effect applied to them for 1 turn. There are no checks to resist this effect.

Card Type/Subtype:

  • Light Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere (99 x 99 x 99)

Rank / Card #:

  • 2 / #131

Art:

  • Tim Sparvero

Lore Description: The ultimate technique of the Elder Dragonkind, this spell instantly defeats an opposing non-hero character.

 

These ancient beings were so powerful that they could destroy lesser beings effortlessly. Heroes can only manage to use spells of this magnitude once, showing the drastic scale of power belonging to the Elder Dragonkind.

Card Rules Text:

Choose a Non-Hero Character you don't control. The chosen character is defeated. Banish after use.


Spellcraft Mastery:

  • Damage, Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 9

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Line, Single chosen target
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 4 / #170

Art:

  • Dahlia Wilder

Lore Description: Mages often prioritize using magical armor in place of metal armor because metal armors often have restrictive movement or is conductive to magical forces such as fire or lightning, which can heat or electrocute metal.

 

This magical ritual provides the mage with just the right armor for them, which gets stronger the more they use their Spellcraft. Visually, this ethereal armor surrounds the caster and appears as they would see themselves armored.

Card Rules Text:

Ongoing: Characters you control get +1 AC until the beginning of your next turn whenever you play a Spellcraft card. You may only have 1 copy of this card in play at a time.

 

Campaign Format Effects:

  • Characters you control get +1 Spirit while the effects of Arcane Armor are applied to them.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 5

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 1 / #171

Art:

  • Ranzinza Cinza

Lore Description: This ritual is shown in many forms, but the magical effect is always the same: power. This aura amplifies the physical prowess and intensity of physical strikes for the caster and their nearby party members.

Card Rules Text:

Ongoing: Characters you control get +2 ATK.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.
  • Characters you control get +1 Vigor while attacking.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 4

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 1 / #172

Art:

  • Ranzinza Cinza

Lore Description: Radiating from the caster comes pure, invigorating life energy. This magical aura is a staple of Clerics, Healers, and Paladins who seek to help those wherever they are needed.

 

The energy the mage emits heals and cures those in their vicinity, restoring the HP of themselves and their allies over time.

Card Rules Text:

Ongoing: At the beginning of your turn, you may heal 1 damage from a character you control.

 

Campaign Format Effects:

  • Your Hero gets +1 Spirit.
  • Your Hero gets +1 Empathy.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 23 m / 75 ft. / 15 units)

Rank / Card #:

  • 6 / #173

Art:

  • Douglas Draco

Banish Curses
Lore Description:
Performing a cleansing spell that rids the body of infections and magical curses, they are banished through benevolent energy from the caster.

 

This spell can be used on the caster or another target and is commonly used by healers and mystics to remove any negative energy from the individual.

Card Rules Text:

Choose a character you control. Discard any cards or effects an opponent created or owns from that character.


Spellcraft Mastery:

  • Heal

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 3

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Cube, Single chosen target
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #174

Art:

  • Douglas Draco

Lore Description: The mage summons a powerful winter storm, berating all enemies with hail and ice. The storm, though not a massive amount of direct damage, comes without warning and without time to prepare, causing opponents to sometimes get frozen by the incoming snow, ice, and hail.

Card Rules Text:

Deal 1 damage to each character you don't control.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • Spirit 1 check - Apply the Frozen status effect on each character affected by Blizzard for 1 turn.
    • Characters with an EXP value of 6 or less are Frozen for 2 turns instead.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 3

Line-of-Sight:

  • Yes, to at least one chosen target.

Area-of-Effect:

  • Radius/Sphere from chosen target
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #175

Art:

  • Dahlia Wilder

Lore Description: A mystical shield made of magical energy. This shield completely encompasses the caster and protects them from all damage for an entire turn.

 

The spellshield is one of the most common and learned Spellcraft abilities amongst mages. Many do not carry a physical shield and instead rely on their connection to Havokk's magical energy to defend themselves, which makes manifesting a shield on command a powerful spell.

Card Rules Text:

[Swift Action]This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Prevent all damage dealt to a character you control for the remainder of the turn. Draw a card if that character shares an alignment with your Hero.


Spellcraft Mastery:

  • Augment, Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 4

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 1 / #176

Art:

  • Ranzinza Cinza

Lore Description: Anti-magic, an unusual form of magic, counteracts other powers and abilities and simply dilutes the effect into nothingness.

 

To master the ability to cancel spells and other effects, a mage must learn all types of magic and have failed with each of them. Finding the balance between these principles of Spellcraft is key to overpowering any opponent’s Spell.

Card Rules Text:

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Cancel a card from being played. The card is discarded and has no effect.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 4

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • A card being played by an opponent.

Rank / Card #:

  • 1 / #177

Art:

  • Ranzinza Cinza

Lore Description: Druids, Wizards, and beings with connections to the natural world of Havokk collectively harness powerful magic to call upon Havokk’s wildlife for assistance.

 

Familiars of all kinds are connected to their masters and the magical energies of Havokk, and this spell is a call out to the wild for assistance from these allies.

Card Rules Text:

Search your deck for a Familiar character card and place it into play. Shuffle your deck afterward. For the remainder of your turn, whenever a Familiar character enters play under your control, each Familiar character you control gets +1 ATK and +1 AC.


Spellcraft Mastery:

  • Augment, Advantage

Secondary Effects:

  • The character chosen to enter play must be able to enter play in a space they can normally occupy, within the 15-unit radius of the Hero’s location. 

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Characters placed into play with this Spell must be within Radius/Sphere (Within 23 m / 75 ft. / 15 units) distance from your Hero

Rank / Card #:

  • 2 / #178

Art:

  • Dahlia Wilder

Lore Description: Destructive, unbridled fury, blasting away all enemies. This spell takes a terrible toll, but this is one of a caster’s most potent Spells and is often only used in times of need.

 

The blast extends outward from the caster, enveloping all foes in their magical energy, resembling that of a supernova of fire and lightning.

Card Rules Text:

Deal 2 damage to each character you don't control.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 60 m / 200 ft. / 40 units)

Rank / Card #:

  • 3 / #179

Art:

  • Tim Sparvero

Lore Description: Channeling the destructive power of Havokk in raw form, a mage can summon enough energy to truly obliterate an object or Spellcraft effect from existence. When this spell resolves, the chosen target dissipates into non-existence.

 

Depending on the selection, there may not be a visual representation associated with Disintegrate other than the visual effects of the chosen target no longer appearing. Typically, the ability is associated with a destructive blast or force that destroys the object.

Card Rules Text:

Discard a Non-Character card from play.


Spellcraft Mastery:

  • Damage, Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 3

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Line, Single chosen target.
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #180

Art:

  • Douglas Draco

Lore Description: Dodging an enemy's magical attack or ability is an effective way to avoid harm, but some individuals find that by attuning their energy or abilities in specific ways, they can effectively counter incoming attacks and abilities.

 

The ability to defend oneself using Spellcraft is one of the basic tenets of the spellcaster, and mastery of this ability is essential to survival in many scenarios.

Card Rules Text:

[Swift Action]This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Discard a Spellcraft card from play or cancel a Spellcraft card from being played. A card canceled this way is discarded and has no effect.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Line, Single chosen target.
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 2 / #181

Art:

  • Tim Sparvero

Lore Description: Drawing energy from within Havokk and themselves, the caster creates this magical ritual and begins to revitalize themselves and replenish their magical resources.

Card Rules Text:

Ongoing:

At the beginning of your turn, draw a card.
 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.

  • Your Hero gets +1 Spirit.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 3

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 1 / #182

Art:

  • Douglas Draco

Lore Description: One of Xavier’s signature bardic rock tracks, Face-Melter is an intense blast using his collective bardic energy and sound.

 

This is Xavier’s grand finale spell, as it is a physically exerting Spellcraft attack. “Face-Melter” is a lengthy, rock track, and delivers such intensity and energy through its performance, it has been known to incapacitate listeners.

Card Rules Text:

Deal 3 damage to all characters. When playing Face-Melter, you may discard another card from your hand to reduce the damage dealt to characters you control by 2.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • Spirit 1 check - (for either) Apply the Stun status effect to characters with an EXP value of 6 or less, and the Disoriented/Confused status effect on characters with an EXP value of 7 or greater, each status inflicted for 2 turns.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 60 m / 200 ft. / 40 units)

Rank / Card #:

  • 3 / #183

Art:

  • Tim Sparvero

Lore Description: Using destructive magical energy, the mage summons a colossal ball of flame and hurls it at their foes. The flame and intensity of the spell is so great that it can even destroy items with the blast upon impact.

Card Rules Text:

Choose a character and deal 5 damage to it. If a character is defeated this way, you may banish an Item that was attached to that character when the damage was dealt.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • Apply the Burning 3 status effect on the chosen target.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Line, Single chosen target
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #184

Art:

  • Douglas Draco

Lore Description: A magical ritual that increases the defensive capabilities of each affected party member. Hardening the skin, or increasing the durability of armor, this magical effect washes over your allies and makes them harder to hit and harm from melee strikes.

Card Rules Text:

Ongoing: Characters you control get +2 AC.

 

Campaign Format Effects:

  • Your Hero gets +1 Vigor.
  • Characters you control get +1 Vigor when blocking.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 4

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 1 / #185

Art:

  • Dahlia Wilder

Lore Description: Living beings carry various forms of life force that sustain them, and for those who are selfless or dedicate themselves to protecting life and those they hold dear, this life force can be transferred in times of need.

 

This is often seen in the form of familiars sacrificing their life force to save their partners, or warriors sacrificing themselves to save innocent lives.

Card Rules Text:

[Swift Action]This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Heal 3 damage from your Hero. You may discard a Non-Hero Character you control. If you do, heal your Hero for 3+X instead, where X was the EXP value of the discarded character.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 0

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Hero, Optional character.
  • (Optional character must be within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 2 / #186

Art:

  • Dahlia Wilder

Lore Description: Using a special defensive form of teleportation magic, the caster can open a small rift or portal and displace a character, object, or magical effect by willing it to another place.

 

Using this ability doesn’t harm or otherwise change the objects chosen as targets, it merely misplaces them somewhere that cannot harm the caster of this spell.

Card Rules Text:

Choose up to two Non-Hero Characters, Items, or Rituals owned by the same player. Shuffle the chosen cards into their owner's decks.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Yes, for each chosen target (if choosing characters or items equipped or attached to characters); Otherwise, not required.

Area-of-Effect:

  • Cone, two chosen targets
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 2 / #187

Art:

  • Tim Sparvero

Lore Description: Summoning their magical energy into a radial burst from themselves, the caster expels magical energy outward, blasting away opponents.

 

This spell resonates with the mage casting it, and the stronger the conviction against the enemy, the stronger the spell will be.

Card Rules Text:

Choose an opponent. Deal 1 unavoidable damage to each character they control. Deal an additional 1 unavoidable damage to each character that opponent controls that doesn't share an alignment with your Hero. Banish after use.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • Spirit 1 check (for either) - Apply the Stun status effect to characters with an EXP value of 6 or less, and the Disoriented/Confused status effect on characters with an EXP value of 7 or greater, each status inflicted for 2 turns.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Radius/Sphere
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #188

Art:

  • Ranzinza Cinza

Lore Description: All is fair in love, war, and business: this ritual was created by magically gifted Squirks who were looking for a means to strike it rich the easy way. The ritual is intended to share secrets whenever a business negotiation occurs, causing all those affected to be forced to speak truthfully while under the effects of the ritual.

 

Some Squirks still use this type of magic for nefarious purposes and have learned how to profit from others’ business arrangements by having them reveal trade secrets without meaning to.

Card Rules Text:

Action: Discard a card from your hand to draw a card. If the card you drew is an Item card, you may reveal it and draw another card.
Ongoing: Whenever an opponent discards an Item card, you may create a Gold token. If the discarded Item card's EXP value was 7 or greater, you may create two Gold tokens instead.

 

Campaign Format Effects:

  • Your Hero gets -2 Empathy.
  • Your Player Party is awarded 3% more gold at the end of the game round.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 3 / #189

Art:

  • Tim Sparvero

Lore Description: Bardic energy must be tuned, like an instrument, to get the best results. In the same way that a Monk meditates, a wizard studies, or a warrior trains, the Bard or musician must jam, and during this special music euphoria, they connect themselves to the mystical melodies of Havokk.

 

While performing this ritual, the musician creates a field where they are unable to be interrupted by their foes, giving themselves time to recuperate and restore their energy, or to come up with new tactics to defend themselves with.

Card Rules Text:

Action: Place a Verse token on this card. Heal 1 damage from your Hero.
Ongoing: Your opponents cannot play cards during your turn with EXP values less than the number of Verse tokens on this card. At the end of your turn, remove a Verse token for each character you control that attacked this turn.

 

Campaign Format Effects:

  • Your Hero gets +1 Spirit.

  • Your Hero gets +1 Empathy.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 2 / #190

Art:

  • Tim Sparvero

Lore Description: A spell commonly used by mages of all varieties because it scales in power based on the amount of magical power the mage possesses. Magnifying itself through the will of the mage casting the spell, this otherwise simple spell can inflict major damage depending on how powerful their Spellcraft abilities are.

 

Once a chosen target has been selected, the mage summons all their might into a barrage of energy missiles that seek out and bombard their target.

Card Rules Text:

Deal 1 damage to a character. Increase the damage dealt by 1 for each Ritual you control.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 3

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Line, Single chosen target
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #191

Art:

  • Ranzinza Cinza

Lore Description: This spell uses a mystical energy to calm, relax, and sedate the chosen targets, either to escape from them, to easily be able to loot them, or to perform a series of tasks without being seen.

 

This magical effect is commonly used by Bards, Mages, and Rogues in a variety of ways, most used by Mages to acquire objects or pass by swarms of enemies unnoticed.

Card Rules Text:

Choose a player. Characters that the player controls cannot attack until the end of their next turn.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • Applies the Asleep/Unconscious status effect to each affected individual for 1 turn. There is no check to resist this effect.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Radius/Sphere, From a chosen target (each additional chosen target must be within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 1 / #192

Art:

  • Tim Sparvero

Lore Description: Gathering a large burst of magical healing energy, the caster removes injuries and heals the wounds of each character in the party.

 

Healers, Clerics, and Priests commonly use these types of magical spells to assist communities in need or on battlefields.

Card Rules Text:

Heal 2 damage from each character you control.


Spellcraft Mastery:

  • Heal

Secondary Effects:

  • Each character being healed may make a Spirit 1 check; if their total check is at least 15 or greater, you may remove a status effect from that character.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Radius/Sphere from your Hero (each additional chosen target must be within 30 m / 100 ft. / 20 units).

Rank / Card #:

  • 1 / #193

Art:

  • Douglas Draco

Lore Description: Maintaining one’s physical, magical, and mental stability is of the utmost importance to their overall survival, effectiveness, and health.

 

By creating a meditation area, the caster of this ritual may then focus on themselves, their journey, or their sense of self, restoring themselves through their mystical connection to Havokk.

Card Rules Text:

Ongoing: At the end of your turn, if you did not attack with any characters, you may place the top two cards of your discard pile at the bottom of your deck.


Campaign Format Effects:

  • Your Hero gets +1 Spirit.

  • At the end of your turn, you may perform a Fate check. If the Fate check value is 7 or greater, remove any Mental Ailments from your Hero at the end of your turn, if they did not place any attacks during the turn.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 3 / #194

Art:

  • Douglas Draco

Lore Description: Bards and some types of spellcasters use this type of ritual to change the alignment of their magical abilities. Some spellcaster types will transmute the energy from one type of ritual or spell into another type, based on the situation.

 

Others can call upon the power within themselves to change their active Spellcraft at will. Whatever the situation, a process and ritual known as “Mystical Tuning” is performed and provides the mage with the ability to realign themselves to their environment and situation more effectively.

Card Rules Text:

Ongoing: At the beginning of your turn, you may choose a Ritual you control to be shuffled into your deck. If you do, you may search your deck for another Ritual card with an equal or lesser EXP value and place it into play. Shuffle your deck afterward.


Campaign Format Effects:

  • Your Hero gets +1 Spirit.

  • Your Hero gets +1 Empathy.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 2 / #195

Art:

  • Tim Sparvero

Lore Description: The pinnacle spell of the mage’s arsenal: the magical ability to summon exactly that which the mage needs, instantaneously. Not only pulling these objects from time and space to the mage, but this spell is also so powerful that it can bend the natural laws of Havokk and the magical forces of the realm to do exactly what the mage wishes for.

 

There are limits, of course, to a spell this powerful – this is why it is not commonly used and the cost to the mage comes with a heavy burden: they may only use this spell once in their entire life (unless Havokk decides to favor them otherwise).

Card Rules Text:

Search your deck for a card from each of the following card types and place those cards into your hand: Character, Item, Spellcraft, Skill, and Event. Shuffle your deck afterward. Banish after use.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 9

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Up to five chosen cards.

Rank / Card #:

  • 4 / #196

Art:

  • Douglas Draco

Lore Description: The ultimate spell in defensive magic. Creating an impenetrable shield of mystical energy, the Prismatic Barrier stops all forms of magical energy, preventing harm to the caster and their party, so powerful that even powerful blasts cannot fully penetrate the shield.

 

Though this spell is only effective against other magical abilities, this powerful spell is a staple among those who protect the innocent lives of Havokk.

Card Rules Text:

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Characters you control cannot be chosen for Spell cards your opponents control this turn. If a Spellcraft card would deal damage this turn, reduce the damage dealt by 1. Banish after use.


Spellcraft Mastery:

  • Augment

Secondary Effects:

  • Characters you control automatically resist any secondary effects or status effects applied by Spellcraft cards, abilities, and effects while Prismatic Barrier’s effect is active.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 9

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 60 m / 200 ft. / 40 units)

Rank / Card #:

  • 4 / #197

Art:

  • Douglas Draco

Lore Description: In the early days of Havokk, before the Elder Dragonkind war and the reign of Dark Emperor Raxxus that shortly followed, the realm was rich with magical energy and the promise of eternal prosperity. This magical ritual is aptly named in remembrance of that time.

 

Connecting those affected through their mutual connection to Havokk itself, and for those who are friendly to your party, this feeling of bliss and exuberance is carried through you and all you do, invigorating the mind, body, and soul in several mystical ways.

Card Rules Text:

Ongoing: Whenever you create one or more Non-Character tokens, create that many tokens plus one instead.


Campaign Format Effects:

  • All characters get +1 Empathy.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 9

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 4 / #198

Art:

  • Douglas Draco

Lore Description: A dark tide of void energy, summoned to debilitate and destroy any items in the vicinity of the effect. Used by mages and spellcasters to diminish the effects of armor and weapons their foes use so that they can either strike more intensely, or defend more capably, depending on the situation.

Card Rules Text:

Discard all Items from play. Banish after use.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 60 m / 200 ft. / 40 units)

Rank / Card #:

  • 3 / #199

Art:

  • Dhalia Wilder

Lore Description: A concentrated strike of magical energy, the spell is required to be cast within a very limited range of the caster, but this limitation is because of the sheer power behind the strike.

 

Instead of a long-range blast that can dissipate or lose effectiveness after a specific range, the caster channels all of the spell energy into a single physical blow, the effect being so intense that lesser beings are immediately felled by the blast.

Card Rules Text:

[Gambit]: When this card is discarded from your hand from an effect or as part of an ability, Banish it. Return it to your hand at the beginning of your next turn.

 

Deal X damage to an opposing Non-Hero character, where X is its EXP value. If X is 5 or less, deal twice that amount instead.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Character attack radius.

Rank / Card #:

  • 3 / #200

Art:

  • Douglas Draco

Lore Description: Ytaxian physiology allows their species to change and adapt rapidly on account of the fluidity of their forms and structure. The chaotic energy that permeates their bodies has profound effects on non-Ytaxians as well, however.

 

Characters have been known to experience temporary increases of strength or ability when exposed to these energies, some even gaining new permanent abilities depending on the exposure level.

Card Rules Text:

Place a +1 ATK and +1 AC token on each character you control. If any of those characters have [Reshape], place two tokens instead. Banish after use.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Each character you control.

Rank / Card #:

  • 3 / #201

Art:

  • Ranzinza Cinza

Lore Description: The swiftness, intensity, and power of lightning channeled into a singular bolt and directed at a foe. This has been seen as various displays of power: sometimes a direct bolt in a straight line, sometimes arcing electricity.

Card Rules Text:

[Swift Action]This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Deal 3 damage to an opposing character.


Spellcraft Mastery:

  • Damage

Secondary Effects:

  • Spirit 1 check (for either) - Apply the Disoriented/Confused status effect on each chosen target for 1 turn. Chosen targets who fail their resist checks by 10 or more have the Stun status effect applied to them for 1 turn instead.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 4

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Line, Single chosen target.
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 1 / #202

Art:

  • Tim Sparvero

Lore Description: One of the ultimate techniques of the Dragonkind, this powerful spell increases the speed, reflexes, and capabilities of your Hero by channeling the time-based magic of Rhythmos, an ancient Elder Dragonkind, and warden of time. The spell allows the caster to strike multiple times within a single moment, slowing time to allow the multiple strikes within that instance.

Card Rules Text:

[Swift Action]This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Use when entering combat where your Hero is attacking alone. Your Hero may attack up to four times this turn. Reduce the damage dealt from each attack by 1 for each attack made after the first. Banish after use.


Spellcraft Mastery:

  • Augment

Secondary Effects:

  • If the Hero playing Time Stands Still is not a Dragonkind character, apply the Stun status effect to them for 1 turn after resolving the effects of Time Stands Still. There is no check to resist this effect.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Self

Rank / Card #:

  • 3 / #203

Art:

  • Douglas Draco

Lore Description: A summoning spell, created and used by mages to bring their familiars and other smaller servant-type beings to them. The spell calls out from the caster across the mystical energies of Havokk, and once the call reaches the intended target, a small gateway portal is opened for them to pass through to their summoner.

Card Rules Text:

Search your deck for up to two Familiar character card with an EXP value of 4 or less and place them into play. Shuffle your deck afterward. Characters you control cannot attack this turn. Banish after use.


Spellcraft Mastery:

  • Advantage

Secondary Effects:

  • (None)

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 8

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Up to two chosen cards.

Rank / Card #:

  • 3 / #204

Art:

  • Dahlia Wilder

Lore Description: Channeling all their magical energy into a single burst, the caster uses the True Healing spell to fully restore the health and vigor of a single character. This powerful spell requires a large amount of energy from the caster, so it can only be used a handful of times before needing to regenerate their energies.

Card Rules Text:

[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Heal all damage from a character. Banish after use.


Spellcraft Mastery:

  • Heal

Secondary Effects:

  • Remove all status effects and cards owned by an opponent from the chosen target placed on them from a source an opponent controls.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 5

Line-of-Sight:

  • Yes

Area-of-Effect:

  • Line, Single chosen target.
  • (Within 18 m / 60 ft. / 12 units)

Rank / Card #:

  • 1 / #205

Art:

  • Douglas Draco

Lore Description: Greed is a powerful motivator, and when greed meets magical ability, it was only a matter of time before someone found a way to magically augment their greed. This spell was created by a greedy mage who believed that what they had was never truly enough, and through Havokk’s magical energies, found a way to duplicate gold, items, and other resources so they were never without.

 

Other mages felt that this power was too extreme, and once the mage who created the spell passed on, they changed the spell so that if a mage were powerful enough to cast the spell, they would be cursed to never being able to cast it again.

Card Rules Text:

Draw seven cards. Shuffle your discard pile into your deck. Banish after use.


Spellcraft Mastery:

  • Augment

Secondary Effects:

  • Your Hero gains +X gold, where X is the number of cards you shuffled into your deck from your discard pile when playing Untold Riches.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 9

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • Your Hero character.

Rank / Card #:

  • 4 / #206

Art:

  • Douglas Draco

Lore Description: Powerful, destructive magic can be cast in many forms, but creating a Wall of Fire can be a detrimental spell to your foes. It can also be a profoundly defensive measure against them as well.

 

By creating a great wall of fire, you gain the dual benefit of damaging your foes and defending yourself against them. This Spell is only available to truly powerful mages.

Card Rules Text:

[Swift Action]This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.

 

Choose an opponent and deal 2 damage to each character they control. Those characters cannot attack characters you control during their next turn. Banish after use.


Spellcraft Mastery:

  • Damage, Augment

Secondary Effects:

  • Apply Burning 2 to each character affected by Wall of Fire. There is no check no resist this effect.

Card Type/Subtype:

  • Neutral Spellcraft / Spell

EXP value:

  • 7

Line-of-Sight:

  • Yes, for each chosen target.

Area-of-Effect:

  • Line, all chosen targets must be within a 20 x 3 x 5 line from your chosen target.

Rank / Card #:

  • 2 / #207

Art:

  • Douglas Draco

Lore Description: Some mages still prefer to ready themselves in martial combat the same way they do in a battle of wits and Spellcraft. Being a capable warrior only benefits their overall effectiveness as a being.

 

Those known as “Warcasters” have perfected powerful magical rituals that enhance their combat abilities or their allies through Havokk’s magical energy. Enhancing either a weapon, their allies, or themselves, the ritual makes them a capable combatant.

Card Rules Text:

Ongoing: Whenever you play a Spell card, choose a character you control to get +2 ATK until end of turn.


Campaign Format Effects:

  • Your Hero gets +1 Vigor.
  • Your Hero gets +1 Spirit.

Card Type/Subtype:

  • Neutral Spellcraft / Ritual

EXP value:

  • 6

Line-of-Sight:

  • Not required.

Area-of-Effect:

  • From Hero, Radius/Sphere
  • (Within 30 m / 100 ft. / 20 units)

Rank / Card #:

  • 2 / #208

Art:

  • Douglas Draco

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.