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wounds, but above all exploiting undead evocations to invade the battlefield. The majority of spells have a dual effect
Codex Arcanum

Credits Project manager: Andrea Colletti Production, Advertising and Fulfillment: Vincenzo Piscitelli Game design: Marco Montanaro Development: Ludus Magnus Studio Graphic Design: Paolo Scippo Art director: Andrea Colletti Concept artist: Giovanni Pirrotta Illustrations: Giovanni Pirrotta, Henning Ludvigsen Lead 3D sculptor: Fernando Armentano Additional 3D sculptor: Tommaso Incecchi Customer Care and Social Media: Roberto Piscitelli Web editors: Marco Presentino, Luca Bernardini, Roberto Piscitelli Kickstarter manager: Andrea Colletti Translations: Silvia Franci, Flavia Frauzel Playtesters: Ilaria Pisani, Antonio Gentile, Enrico Savioli, Demetrio D’Alessandro, Mauro Baranello, Giuseppe Verrengia, Fabio Capelli, Andrea Compiani, Francesco Montanaro, Andrea Pomelli Special thanks to Collins Spanerger for helping us manage our web community. Thanks also to Oscar Andrés Schwerdt, David Martin and Michael James Bedggood Ludus Magnus Store: shop.ludusmagnusstudio.com

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Table of Contents Codex Arcanum. . . . . . . . . . . . . . . . . . . . 2 Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Table of Contents. . . . . . . . . . . . . . . . . . . . . . . 3

Conspiracy. . . . . . . . . . . . . . . . . . . . . . . 4 The School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Spell cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Destruction. . . . . . . . . . . . . . . . . . . . . . . 6 The School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Spell cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Divination. . . . . . . . . . . . . . . . . . . . . . . . 8 The School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Spell cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Spell cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Necromancy . . . . . . . . . . . . . . . . . . . . . . 12 The School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Spell cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Transmutation. . . . . . . . . . . . . . . . . . . . . 14 The School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Spell cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Forgotten. . . . . . . . . . . . . . . . . . . . . . . . . 16 The School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Spell cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

The Lodge. . . . . . . . . . . . . . . . . . . . . . . . 18  Black Rose room . . . . . . . . . . . . . . . . . . . . . 18  Yellow rooms. . . . . . . . . . . . . . . . . . . . . . . . 19  Green rooms . . . . . . . . . . . . . . . . . . . . . . . . 19  Red rooms . . . . . . . . . . . . . . . . . . . . . . . . . . 20  Purple rooms . . . . . . . . . . . . . . . . . . . . . . . . 20  Gray rooms. . . . . . . . . . . . . . . . . . . . . . . . . . 21  Blue rooms. . . . . . . . . . . . . . . . . . . . . . . . . . 21

Jafar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 A glimpse of the future . . . . . . . . . . . . . . . . . . . . 22 Custom Spell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Favorite School of Magic. . . . . . . . . . . . . . . . . . . 22

Tessa. . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Favorite School of Magic. . . . . . . . . . . . . . . . . . . 23 Hard as a rock. . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Custom Spell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Rebecca. . . . . . . . . . . . . . . . . . . . . . . . . . 24 Wishes of vengeance . . . . . . . . . . . . . . . . . . . . . . 24 Custom Spell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Favorite School of Magic. . . . . . . . . . . . . . . . . . . 24

Nero . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Favorite School of Magic. . . . . . . . . . . . . . . . . . . 25 A short-tempered guy. . . . . . . . . . . . . . . . . . . . . . 25 Custom Spell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

The Insidious Cerbero

Conspiracy The School Masters of the school of Conspiracy were never keen on studying magic, except for one reason only: to subjugate the minds of others to their will. Conspiracies, lies and whispers, nothing eludes the canvas woven by these mages, patiently prepared with deadly traps. The school is represented by an astral symbol of the moon and stars, while the purple represents the royal court with all its deception and falsehood. Theft and silent assassination by way of traps are just some of their treacherous moves. These mages don’t fight on open ground, but are well aware of how to make themselves feared by all. The school of Conspiracy includes protection spells, lots of traps and movement spells. A conspirator resolves, draws and steals missions while inflicting wounds on their enemy and can scheme with the Black Rose, splitting any power points obtained with her. Key elements of spells: Movement, room activation, Traps with wounds, Stolen points and missions, Protection to ignore wounds, Collaboration with the Black Rose Affinity with other schools: Divination, Illusion Difficulty: Medium/High

Spell cards When a model enters the room, inflict  to all models in the room and  to all models in the adjacent rooms.

Blade Barrage

  

   Target a mage that has just resolved a Physical action: inflictand move him/her.

Target a mage that has just resolved a physical action: you can move him/her and another model to the same room by, then earn.

Target a mage who enters in the room, you can steal from him/her 1 resolved quest card and.

Blood Pact

   

Dance of Death

  

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When a mage enters the room, inflictto the mage. If the mage leaves the room before the end of turn, inflictmore.

Straight effect As soon as a model enters a Red room you may choose to trigger this trap: inflict 3 damages on all models present in the room and 1 damage on all models in adjacent rooms. Reverse effect As soon as a model enters a Green room you may choose to trigger this trap. The target model suffers 2 damages: in addition, if the model leaves the room before the end of the turn, by any means with the exception of the defeat, he/she suffers 2 additional damages.

Dance of Death

Target a mage who enters in the room: you can steal from him/ herand he/she cannot move by using a physical action until the end of the turn.

Deceiving wind

Straight effect You can use this trap against a mage that has just resolved a physical action: inflict 1 damage on that mage, then move him/her by 1 step to an adjacent room

   Reduce the next  suffered by, then earn.

Redirect the nextspell cast on you to another model. If there are no valid targets, cancel the spell cast on you.



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   Dance of Death



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Reverse effect You can use this trap against a mage that has just resolved a physical action: you can move him/her and another model present in the same room by 1 step to an adjacent room (the room must be the same for both models, the movement of the two models is contemporary ). Earn 1 power point.

Blood Pact

Blood Pact

Deceiving wind

  

Blade Barrage

  

Blade Barrage

Straight effect As soon as a Mage enters the Black Rose room, you may choose to trigger this trap: you may steal one of his/her resolved missions and 2 power points. You cannot steal missions and/ or victory points if there are none. Reverse effect As soon as a Mage enters a Purple room, you may choose to trigger this trap. You may steal 2 power points from him/her: in addition, the mage cannot move using physical actions until the end of the turn. This effect ends if the mage is sent back to his/her cell.

Deceiving Wind Straight effect You can activate this protection the next time you suffer damage: reduce it by 3 points. Earn 1 power point. Reverse effect You can activate this protection when you are being targeted by a [Single] target spell. Redirect the spell to another model (valid for the spell) within range 1 from you. If there is no valid target, cancel the spell: the redirected magic is still owned by its caster.

Dismiss

Look at the hand of the target mage. Swap one Spell with one of yours (you cannot select a Forgotten Spell). Then earn.

Reverse effect Select an evocation, then remove it and take its place: earn 1 power point. You may activate the room you moved to if it has not already been activated.

from your hand, remove a card played by the target mage (you cannot select a Quick Spell). Then earn.

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Dismiss





   Magical Theft

Quests, choose 1 and give the other one to another mage. If you can't give it to anyone, discard and loseˈit.

of your choice from one of the discard piles of the Library, then earn.

   Obscure Intuition

Target a mage who enters in the room:, earnfor each conversion. If there are no to convert, inflicton the target mage.

Profane Mark

  

Reverse effect Search and draw 1 card of your choice from a discard pile of one of the Schools of Magic and add it to your hand. Earn 1 power point.

Discard an Event in play. Distribute theamong you and the Black Rose, rounded down. (Min)

 Events, you can play one and

put back the other on the top. If you do so, take the . If the event has the  , earn .

Profane Mark

Whispering Wind

Straight effect As soon as a Mage enters a Gray room, you may choose to trigger this trap: convert up to 2 damages of any type present on the target mage and earn 1 power point for each damage converted this way. If you cannot convert any damage , inflict 3 damages on the target mage.

   Move the target up to.

Move all models in the target room to an adjacent room.



Reverse effect As soon as a Mage enters a Yellow room, you may choose to trigger this trap: transfer up to 2 of your damages (of your choice) to the target mage, then gain 1 power point for each damage transferred this way.

Straight effect Discard an active Event on the Event Board: divide then the points obtained by the outcome of the event between you and the Black Rose, rounded down. Minimum of 1 Power Point.

  

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Target a mage who enters in the room: transferof yours to the target mage. Earnfor each  transferred.

Straight effect Draw 2 quests from the current moonphase, choose 1 and add it to your hand. Give the other one to another mage: if you cannot do it (i.e. because the other mages are in their cells) or you don’t want to, discard the quest and lose 2 power points (discarding the quest this way, the Black Rose does not earn points).

Reverse effect Swap your position with the target model: you can activate the destination room if it’s not already been activated.

Plot

Plot



  

Obscure Intuition

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Profane Mark



  

Swap your position with the target model, then you can.

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Obscure Intuition

Reverse effect When a mage resolves a Quest, you may choose to trigger the trap. You earn the points of the resolved mission while the target mage earns the specified reward then the mage adds normally his/her mission card to the pile of resolved missions (effective towards the count of the points at the end of the game).

Shift to the target room. You can.

  

When a mage resolves a Quest, you earn the, and he/she takes the resolved Quest card.

Straight effect Move your mage to the target room: you can activate the target room if it’s not already been activated.

  

  

When a mage resolves a Quest, he/she earns the, and you take the resolved Quest card.

Straight effect When a mage resolves a Quest, you may choose to trigger the trap. The trap’s target earns the reward and points for the resolved mission while you add the card to the pile of resolved missions (effective towards the count of the points at the end of the game).

  

  

Reverse effect Discard 1 card from your hand to your memories, then remove a card played by the target mage: the removed card must be put into his memories. You can never select the quick spell this way. Earn 1 power point.

Magic Door

Magic Door

Whispering Wind

   005 / 226

Magical Theft

Magical Theft

Plot

Remove the target evocation and take its place, earn. You can.

Straight effect Look at the hand of the target mage: you may swap one of his/her Spells with one of yours. If you do not have any spells to swap, just look at his/her hand: you can never swap a Forgotten Spell this way. Earn 1 power point.

  

Magic Door

Remove all evocations in the target room, earnfor each evocation removed (max).

Straight effect Remove all the evocations in the target room: gain 1 power point for each evocation removed in this manner, up to a maximum of 4 power points.

Extort Magic

  

Extort Magic

Extort Magic

  

Dismiss

Reverse effect Draw 2 cards from the events deck of the current moonphase: you have to immediately play one, resolving its effects normally (the Black Rose earns the power points), and put the other on top of the deck. If the Event played has the Crown symbol, you earn 2 Power Points; otherwise, earn the token of the first player of the turn .

Whispering Wind Straight effect Move the target by 2 steps in any direction. Reverse effect Move all models in the target room to an adjacent room. Each model can be moved to a different room.

Destruction The School The school of destruction is made up of extremely powerful mages. This school obtains its power directly from hell. In fact, in a distant past the first masters made a deal with the infernal demons, creating a passage for them into our dimension in exchange for a force than transcends our own world. Generation after generation the masters sacrifice a part of themselves to keep the demons they evoke under control, so as not leave them free. The school of destruction uses all attacking spells, such as fire balls or lightning, capable of destroying all enemies. The school’s symbol consists in an eternal flame that burns in Hell, the source of all power. The school of destruction will provide your mages with fighting skills able to inflict many medium and short-range wounds. Not all mages of this school are devoted to killing their enemies. Given that the majority of spells in this school are Area based, destroyer mages generally tend to strike in crowded rooms, or otherwise attempt to push mages into certain rooms using the Mighty Wind spell. Key elements of spells: Area wounds, high-level wounds, Destruction of scenarios and missions, blocked movement, instability positioning, instability conversion Affinity with other schools: Transmutation, Necromancy, Illusion Difficulty: Low

Spell cards Demon’s Howl

Summon a Malacoda in the target room.

Inflictto all models in the target room. The target room cannot be activated.

Reverse effect Summon 1 Malacoda under your control in the target room. If there are no Malacoda to summon, you do not summon anything. Malacoda has the following characteristics:

Select a target within ,then another target atfrom the first, and a last one atfrom the second. Inflictto the first, to the second, and to the last one.

  

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   Demon's Howl





   Inflictto all models in the target room. Ignorespells.

Inflictto all models in the target room, assignfor every hit model. (Max)

Straight effect Inflict 3 damages on all models in the target room: ignore all protection spells. Opponents cannot trigger them.

   Move to the target room, inflictto all models in the target room.

Reverse effect Inflict 2 damages on all models in the target room, then assign 1 instability token to the room for every model hit (up to a maximum of 4).

Reverse effect Select 1 target within 1 range, then another target at range 1 from the first and the last one at range 1 from the second target. Inflict 3 damages to the first, 2 to the second and 1 to the third target.

Fire Dash

Fire dash

Move to the target room, before moving, inflicton all models in the room where you are currently.

  

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Fireball

Fireball

Straight effect Inflict 3 damages on all models in the target room: the target room cannot be activated. Flip the token as if it had been used.

Destructive Bolt

One of your Evocations can act immediately.

  

   

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Fireball



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Fire dash

Straight effect One of your evocations can act immediately. An Evocation acts doing movement and attack, never vice versa.

  

Destructive Bolt

Destructive Bolt

  

Demon's Howl

Straight effect Move to the target room, then inflict 1 damage on all models in the target room. This movement does not trigger traps except for the target room. Reverse effect Inflict 1 damage on all models in the current room, then move to the target room. This movement does not trigger traps except for the target room.

Fire of Fate

Inflictto all models in the target room. Hit mages cannot use physical actions to.

Reverse effect Remove an event from the event board to gain 2 Power Points. You do not gain points if there are no events to discard. The Black Rose does not gain points in this manner.

Inflictto all models in the target room. Hit mages flip 1 Action token.

   018 / 226

Fire of Fate





Move all models from adjacent rooms to the target one, then inflict on all models in that room.

Inflictto all models in the target room, and assignto that room.

Straight effect Move all models from adjacent rooms to the target one, then inflict 2 damages on all models in that room. Any effect that forbids movement, forbids also to Maelstrom to move the models. Reverse effect Inflict 3 damages on all models in the target room, then assign 2 instability tokens to that room.

   Maelstrom For this turn, mages in the target room cannot leave the room using physical actions or spells.

Mighty Whirlwind

Obscure Armour

Straight effect Move the target by one step to an adiacent room: if you move it to a room where another model is present, inflict 1 damage on both.

   Avoid the nextyou suffer by an enemy model. The model that attacked you suffers.

Reverse effect For this turn, mages in the target room cannot leave it using physical actions or spells. If a mage is sent back to his/her cell, this effect ends and the mage can move normally again.

Avoid the nextyou suffer. The mage that casts thespell suffers.

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Mighty Wirlwind Inflictto all models in the target room, andof that room.

Inflictto all models in the target room. The Altars in that room suffer.

Obscure Explosion

Unstable Arrow

Straight effect Inflict 2 damages on all models in the target room. You can convert up to 3 instability tokens to your color in the target room.

   Inflictto the target, assignto the target room.

Reverse effect Inflict 2 damages on all models in the target room. The altars in that room suffer 5 damages.

Select up to 2 different targets, inflict,assignto the targets rooms.

  

  





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Obscure Explosion

Meteor Swarm Straight effect Inflict 4 damages on all models in the target room. Reverse effect Inflict 3 damages on all models in the target room. Inflict 1 damage on all models in the adjacent rooms.

Obscure Armour Straight effect You can Entirely avoid the next damage you would suffer. The model who attacked you suffer 1 damage. Reverse effect You can Avoid the next trap you are the target of: this means you entirely avoid all the spell’s effects. The model that cast the spell will suffer 3 damages from your mage.

  

Move the target by 1 room, if you move it into a room with at least another model, inflicton both.

Inflicton all models in the target room. Inflicton all models in all adjacent rooms.





  

Inflicton all models in the target room.

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Mighty Wirlwind

  

Reverse effect Inflict 2 damages on all models in the target room. All mages hit by the spell flip one of their Physical Action tokens as if it had already been used. If they do not own any more Physical Action Tokens to flip, ignore the effect.

  

  

Meteor Swarm

   

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Obscure Explosion



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Unstable Arrow

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Maelstrom

Maelstrom

Straight effect Inflict 2 damages on all models in the target room. Mages hit by the spell cannot use their physical Actions to move. The mages who return to their cell remove their immobility token.

Obscure Armour

active Event to earn. The Black Rose doesn't earn .

  

Meteor Swarm

The target mageQuest, then you earn.

Straight effect The target mage discards 1 mission: you gain 1 power point, even if he has no missions to discard.

Ice Burst

  

Ice Burst

Ice Burst

  

Fire of Fate

Unstable Arrow Straight effect Inflict 2 damages on the target, then assign 1 instability token to the target’s room. Reverse effect Select up to 2 different targets within range, even in different rooms: inflict 1 damage on each of them, then assign 1 instability token to each of the targets’ rooms.

Divination The School The mages of this school are condemned to knowing the destiny of people and things. This skill offers them great power, but also much suffering. For masters of the school of Divination, nothing is left to chance, rather everything is played on knowledge and the power derived thereof. Sandglasses, the Sight of clairvoyants, the sacred rites of the seasons and the pages of History: Diviners use their magic to exploit the past, foresee the future and mould it as they please. Events and scenarios are adapted to their liking. The school’s symbol is an eye representing Sight, encircled by a yellow sun that recalls the Light. The aim of Divination is to have control of the game, exploiting events and activations in the lodge Rooms. Divination can look at event cards before others. It can draw past and future lunar missions or guarantee their resolution without moving a finger. Divination can position numerous altars using the Rites of the Seasons, from which it can earn power points. Divination cards allow rooms to be activated, to roll first and draw numerous missions and spells from the Library. Key elements of spells: Altars for Power Points and control, Mission Resolution, Power Points, Healing of others and oneself, Searching of cards, Drawing cards Affinity with other schools: Conspiracy, Necromancy Difficulty: Medium/High

Spell cards Arcane Mark

   Arcane Mark

Remove a Divine Altar from the target room. Heal up toto all models inroom. Earnfor each healed model. (Max)

Summon a Divine Altar in your room, earn.





  

Look at the first 5 cards of a school of magic,and reshuffle the others in the deck.

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Autumn Rite

Autumn Rite

the target room.

Change the past and future

Straight effect Remove a Divine Altar from the target room (the altar can be of any player). Heal up to 3 damages of your choice to all the models in a room of the loggia. Earn 1 power point for every model that has been healed of at least 1 damage by you (up to 3 Power Points).

or from the next Moon.

Quest from the previous Moon. Choose: Earn theof the Quest, or keep the card.



  

Quest from the current Moon

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   Autumn Rite



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Reverse effect Summon 1 Divine Altar under your control in the room. Earn 1 Power Point. Divine Altar has the characteristics:

  

Change the past and future

Choose a type of Spell, each time the mage casts the selected type, earn. (Max)

Reverse effect Choose a target mage, then declare one type of spell (Combat, Contingency, Protection, Trap). Until the end of the turn, each time that mage activates a spell of the selected type, you earn 1 Power Point (up to a maximum of 3 PP). Trap and Protection spells give points as soon as they are activated, it is not necessary to reveal them.

  

  

Look at the Ready cards of the mages in the target room, earn.

Straight effect Look at all the played cards of the mages in the target room. Earn 1 Power Point.

Arcane Vision

  

Arcane Vision

  

Arcane Mark

Arcane Vision Straight effect Activate the target room and resolve its effects. The effects of the room always start from the room you have activated. E.g. activating the cemetery summons a Landsknecht in the cemetery room regardless of where you cast the spell from. Reverse effect Look at the first 5 cards of one of the Schools of Magic into play. Choose one of these cards and add it to your hand. Reshuffle the others in the School of Magic.

Change the past and future Straight effect Draw 1 mission from the current moon or from the next moon. E.g. if the current moon is the 1st, you may draw from 1st or 2nd moon. Reverse effect Draw 1 mission from the previous moon. Choose if you want to earn its reward in power points or add the card to your completed missions, only valid towards the tally at the end of the game. This effect cannot be used in the first moon

Change the Plot on yourself, earn.

Straight effect Heal 3 damages to all the models in the target room (including yourself ), earn 1 Power Point. You may choose which damages to heal. Reverse effect Convert 4 damages on you into your damages. Earn 2 Power Point. Your damages count towards your kill ranking but will not let you earn any power points.

   Look at the Quests of the mages in the target room, you can take one of your choice. If you do so, the mage from whom you took the Quest, Quest from the previous Moon.

Look at 3 Events, you can play 1, if you do it earn. Return the others on the top of the deck in any order.

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Forget the Grief

Look at the first 4 cards in your Grimoire, and return the others at the top of your deck in any order.

from your memories.

Read the Past and Future Straight effect Look at the first 4 cards of your deck, choose 2 and add them to your hand. Place the other two in any order of your choice on top of your deck.

   Remove a Divine Altar from the target room. Assignto allrooms.

Reverse effect Draw the first 2 cards from your memories and add them to your hand.

Summon a Divine Altar in your room, earnfor each Divine Altar in play.

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Read the past and future



   Remove a Divine Altar from the target room. For this turn, rooms of a color of your choice cannot be activated, earn.

Summon a Divine Altar in the target room, earn.

Straight effect Remove a Divine Altar from whichever room of the loggia (the altar can be of any player). For this turn all the rooms of a color of your choice cannot be activated. Flip the activation tokens of the rooms as they had already been activated. Earn 2 Power Points.

Remove a Divine Altar in the target room. Cast a Spell from your hand, earn.

Summon a Divine Altar in the target room, earn.



  

  

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   Summer Rite



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Reverse effect Summon 1 Divine Altar under your control in the room. Earn 1 Power Point. Divine Altar has the characteristics:

Straight effect Look at the missions of the mages in the target room. You may choose and take 1 of these mission: if you do, the target mage draws a mission from the previous moon. When this spells is cast in the 1st Moon, the target mage does not draw any mission. Reverse effect Look at the first 3 events from the deck of the current moon. You may play one of these events: if you do, earn 2 power points, then resolve the event normally. Rearrange the events you looked at on top of the deck in any order of your choice.

Straight effect Remove a Divine Altar from the target room (the altar can be of any player). Assign 1 instability token to the room from which you removed the altar, and in each adjacent one to the target room (range 1). Reverse effect Summon 1 Divine Altar under your control in the room. Earn 1 Power Point for each Divine Altar into play. Divine Altar has the characteristics:

   Winter Rite

Winter Rite

  



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Summer Rite

Summer Rite

Reverse effect When you are the target of a trap spell, you may trigger this protection: Ignore the spell (regardless of it being single target or Area spell), earn 1 power point. Ignoring the spell means that all the effect on you are nullified, but the spell is considered cast.

Spring Rite

Spring Rite

  

  





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Read the past and future

Straight effect When you are the target of a combat spell, you may trigger this protection: Ignore the spell (regardless of it being single target or Area spell), earn 1 power point. Ignoring the spell means that all the effect on you are nullified, but the spell is considered cast.

Hourglass

Hourglass

  

Healto all models in the target room, including yourself, then earn.

Forget the Grief

Winter Rite

     

Ignore the nextSpell that targets you, earn.



Forget the Grief

Ignore the nextSpell that targets you, earn.

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Reverse effect Remove the last spell in game of each mage in the target room, whether or not it has been activated before. The removed spell goes in the memories of the target mage. Earn 1 Power Point for each mage hit by this spell.

  

Spring Rite

Each mage in the target room remove one Spell not casted yet (no Quick spell). Earnfor each mage afflicted. (Max)

Straight effect Select an already activated room. You can activate that room again. Earn 1 Power point. Resolve the effects of the activated room. You may not select the Black Rose Room.

Hourglass

You canan already activated room (except for the Black Rose room), earn.

Clarvoyance

Clairvoyance

Clairvoyance

  

Change the Plot

  

Change the Plot

Straight effect Remove a Divine Altar from the target room (the altar can be of any player). You may swap 1 of your spells in game, activated or not (this spell included), with 1 from your hand. Resolve immediately the effects of this spell. If you play a Trap or Protection, the spell comes into play already active: it will be triggered as specified on the spell card. Earn 1 power point. Reverse effect Summon 1 Divine Altar under your control in the room. Earn 1 Power Point. Divine Altar has the characteristics:

  

Illusion The School An Illusionist is a crazy person. Their magic creates mirror mazes, reflections and shadows that deceivingly lead their victims with them into the madness. Illusionist mages never miss an opportunity to play sneaky tricks on their adversaries. They never fight directly, laying out veils or creating deceiving mists before the eyes of those who dare to challenge them. There are no simple spectators, everybody ends up playing a part in the macabre theatre show, controlled unbeknownst to themselves, convinced of being one step away from victory, when in reality they are only a pawn in the Illusionist’s game. The school’s symbol is the double mask, happy and sad, just like the duality of the mage that switches between madness and saneness. The aim of the illusionist is to use the resources already in play and exploit enemy tactics to accumulate Power Points. Illusionists seek to resolve Missions by copying them onto an adversary. They plagiarise minds by moving enemy evocations and mages. Many cards in the school of Illusion have 2 resolutions for each effect: Happy Effect: To the advantage of the mage that uses the spell Sad Effect: Having a negative effect on the mage that suffers the spell There are numerous Trap cards and Protection cards. Key elements of spells: Copies effects, Earns Power Point, Traps on Actions, Control of evocations and mages, Replication of spells, Construct to activate rooms Affinity with other schools: Destruction, Conspiracy, Divination Difficulty: High

Spell cards Andromeda

   Andromeda

When a mage activates a room, choose: The room doesn't activate, and inflict him/her. Inflict.

When a mage resolves a Quest, choose: Draw a Quest from the same Moon. That mage cannot resolve the Quest for this turn.





  

Select a room color other than, earnfor each model other than yourself and your evocations in the rooms of the chosen color (max).

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Deceiving Image

Reverse effect You can swap 1 of your spells in game, activated or not, with 1 spell from your hand: resolve immediately the effects of the spell as if its origin was one of your Andromedas. If you play a Trap or a Protection, the spell comes into play already active: it will be triggered as specified on the spell card. The spell is only originated by Andromeda: all its  effects, however, will be applied to you.

The room is consideredfor this turn, then earnfor each model other than yourself and your evocations in the  rooms (max).

Deceiving Image Straight effect When a mage activates any room you can choose to trigger the trap, choosing one of the following effects: Happy: The room is not activated and you inflict 1 damage on the target. The mage cannot flip the activation token of the room. Sad: The room is activated and the target suffers 2 damages.

   When the next spell targets you, for every card revealed by the mage, choose: Earn(max) Inflict

When the next spell targets you, for every card not revealed by the mage, choose: Earn(max) Inflict



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   Deceiving Image



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Reverse effect When a mage completes one of his Missions you can trigger the trap, choosing one of the following effects: Happy: Immediately draw a Mission from his same moon. Sad: Target mage does not complete the Mission and cannot complete it for this turn. He will be able to during the next turn.

Ghost Assassin

Ghost Assassin

Cast a spell from your hand. The spell originates from one of your Andromeda.

  

  

Summon Andromeda.

Straight effect Summon 1 Andromeda under your control in the target room. Andromeda has the characteristics:    (see page x)

Arcane Mirage

  

Arcane Mirage

  

Andromeda

Arcane Mirage Straight effect Choose any room of the loggia as the target: the room is considered blue until the end of the turn. Earn 1 Power Point for each model present in all the blue rooms, except for your mage and summons. You may earn up to 4 Power Points. Reverse effect Choose a room color different from blue: earn 1 Power Point for each model present in all the rooms of the chosen color, except for your mage and your summons. You may earn up to 4 Power Points.

Ghost Assassin Straight effect When you suffers the effect of a spell you may trigger the protection: count the revealed cards of the mage who cast the spell: Happy: Earn as many points as the number of revealed cards (up to a maximum of 3). Sad: Inflict as many damages as the number of the revealed cards. Reverse effect When you suffers the effect of a spell you may trigger the protection: count the concealed cards of the mage who cast the spell: Happy: Earn as many points as the number of concealed cards (up to a maximum of 3). Sad: Inflict as many damages as the number of the concealed cards.

Illusory Pain

Suffer  from the Black Rose and then you can  it in the place of that mage. Stealfrom that mage.

When the target mage casts a spell, if he/she decides not to cancel it, choose: You earn. The target mage suffers.



   Illusory Pain

Imitation

Imitation

   When a mage resolves a Quest, choose: Earn the same. Resolve a Quest of yours automatically.

When a mage resolves aspell, choose: Earn the same. Earn.

Straight effect When a mage completes a Mission you can trigger the trap, choosing 1 effect from the following: Happy: Earn the same amount of power points the target mage earned. Sad: Automatically complete one of your Missions. Earn all the benefits (Reward and Power Points) for the completion of the Mission.

   When a model enters the room: earnpluseveryof the mage (max). If the target mage doesn't have anyhe/she loses all his/her physical actions.

Jester Hat

   

   Imitation



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Reverse effect After a mage resolves a spell of the Contingency type you can trigger the trap, choosing 1 effect from the following: Happy: Earn the same amount of power points the target mage earned. Sad: Earn 1 Power Point.

Light Cape

Light Cape

   Redirectand  onto a target. If you can’t, ignore the.

Inflict the sameon who inflicted it on you. If it is a mage and he/she is defeated, you earnand no other mage earns.

When the nextspell targets you, choose: Earn Ignore the

When the nextspell targets you, choose: Avoid the spell, move to aroom. Inflict the sameon the mage that cast the spell.



   Light Cape

   Move to a target blue room, and then you can.

Move to the room of the target model, then inflict him/herand move the target to aroom.

Straight effect Move into the target blue room. You can activate the Room effect, if not previously activated.

   Choose: the target Evocation Acts immediately under your control. Shifts to the room of its summoner and.

Reverse effect Move to the room where the selected target is. Inflict 2 damages to the target: if it’s not defeated, move it to a blue room of your choice.

Straight effect When a mage enters (voluntarily or not) a Blue Room, you can trigger the trap: earn 1 power point every 2 damages (rounded off ) present on the mage, up to a maximum of 4 power points. If the target has 0 damages, loses al physical actions: flip the action tokens on the activated side. Reverse effect When a mage enters (voluntarily or not) a Green Room, you can trigger the trap: immediately play the next standard spell of the target mage: instantly resolve the effects of the revealed spell as they originated from you. After you resolved the spell, the target mage, continues his turn normally.

Straight effect When you are the target of a [single] spell, you can trigger the protection. Choose one from: Happy: Earn 1 Power Point. Sad: Ignore damage while you are still subjected to its effects. Reverse effect When you are the target of an [area] spell, you can trigger the protection. Choose one from: Happy: Avoid the spell and move to a blue room. Sad: Inflict the same amount of damage you suffered to the one who cast the [area] spell.

Suggestion

Suggestion

Choose: the target Mage andunder your control. Reveals his/her next spell, earnif it is,earnif it is.

  



Shadow Step

Shadow Step

Reverse effect When the target mage activates a spell, you may trigger the trap: make him immediately decide if he wants to cancel the effect (this means the effect of the spell is not resolved, but the spell still counts as played towards the tally of elements or spell type). If he doesn’t cancel the effect, choose 1 of the following: Happy: Earn1 Power Point. Sad: Target mage suffers 2 damages after resolving the spell’s effects.

Multiple Images

  

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Reverse effect When you suffer any damage you can trigger the trap: inflict the same amount of damage on who caused them to you. If you inflict damages on a mage, and defeat him/her, the rank is resolved as if you were the only one to defeat that mage. You earn 5 Power Points and a trophy token; no one else earns Power Points.

When a model enters the room: you can instantly play the next ready standard Spell of the target mage as if it were yours.

Multiple images

Straight effect When you suffer any damage you can trigger the trap: inflict the same amount of damage on who caused them to you. If you inflict damages on a mage, and defeat him/her, the rank is resolved as if you were the only one to defeat that mage. You earn 5 Power Points and a trophy token; no one else earns Power Points.

Straight effect When the target mage decides to activate a room, before the room’s effect is resolved, you can trigger this trap. Choose one of the two effects: Happy: suffer 1 damage from the Black Rose, you may activate the room in stead of the target mage. Sad: Steal 1 Power Point from the target mage, if he has any.

Jester Hat

Jester Hat

  



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Reverse effect Inflict 4 damages on the target mage: if by the end of the turn the mages is not defeated, remove 3 of these 4 damages. If they have already been partially or completely removed by some other effect, ignore this effect.

When a mage activates a room, choose:

   

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Shadow Step



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Suggestion

Inflictto the target mage. If the target mage is not defeated by the end of the turn remove.

  

Multiple images

Inflict  for every  already on the target (rounded down). If he/she doesn’t haveinflict.

Straight effect Inflict 1 damage for every 2 damages already present on the target (rounded off ). If the target has no damages, inflict 2 damages. E.g. if the target has already 5 damages, with this effect you inflict 2 damages.

Illusory Tribute

  

Illusory Tribute

Illusory Tribute

  

Illusory Pain

Straight effect Select a summon within the spell’s range, then choose one effect: Happy: The Summon immediately acts under your control: consider any effect or damage as the summon was yours. Sad: move the summon to its summoner room and make it attack him/her. Damages inflicted on its summoner are of your color. Reverse effect Select a mage within the spell’s range, then choose one effect: Happy: The mage moves by 1 step and attacks under your control: this means he will inflict damages for you with this specific action. Sad: Reveal the next spell the target mage will use: if it’s a contingency spell, you earn 1 PP; if it’s a combat spell, you earn 2 PP. In any other case you do not earn power points.

Necromancy The School The aim of necromantic spells is to dominate death, bringing terror and corruption onto the battlefield. It evokes undeads, bone armour, vampire bites and freezing grips, helping the mage accumulate Power Points. For Necromancy mages, winning is equivalent to killing one’s enemies slowly but inexorably. The school’s symbol is a grey skull representing the neutrality of death. Drawing from the school of Necromancy doesn’t mean killing enemies using only spells that inflict wounds, but above all exploiting undead evocations to invade the battlefield. The majority of spells have a dual effect to the benefit of the mage and detriment of the enemy. Necromancy allows the moving of wounds on enemies, the conversion of wounds inflicted by other spells and the stealing of power points already obtained. The easy evocation of undeads and their supplementary activations allows the Necromancer to inflict serious wounds. Key elements of spells: Wounds with Evocations, Numerous evocations, Direct wounds, Earning and Stealing of Power Points, Wound conversion, Affinity with other schools: Destruction, Illusion, Conspiracy Difficulty: Low

Spell cards Bone Armour

Earnfor eachjust suffered. (Max)

   of the target mage.

Reverse effect Next time you suffer any damage, you can trigger the protection: earn as many power points as damages you suffered, up to a maximum of 3, even if you suffered more.

Transferof yours to the target mage, andon the target.

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   Bone Armour





   Shuffle together the Memories and the Grimoire and.

Look at the first 3 cards in the Memories and.

Evanescent Hope

Straight effect Shuffle together grimoire and memories to make a new grimoire, then draw 2 cards and add them to your hand.

   The target mage loses, then you earn.

Reverse effect Look at the first 3 card of your memories (if there are not enough cards, look at all that remain), then choose 1 and add it to your hand. Place the others back to the top of your memories in any order of your choice.

Remove an Undead in the target room, all mages withinlose. Earnfor each mage hit.

  

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Epiphany

Epiphany



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   Epiphany



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Evanescent Hope

The model that attacked you suffersfor eachinflicted to you. (Max)

Straight effect Next time you suffer any damage, you can trigger the protection: earn as many power points as damages you suffered, up to a maximum of 3, even if you suffered more.

Straight effect Convert up to 4 damages of a target mage. Select up to 4 damages, different from yours, on the target, and convert them into damages of your color. Reverse effect Transfer up to 2 of your damages to the target mage. Convert then up to 2 damages of any type (you’re not forced to include the ones you transferred) of the target mage.

Cowardice

  

Cowardice

Cowardice

  

Bone Armour

Evanescent Hope Straight effect Target mage loses 1 Power Point and you earn 2. If the target mage does not have any power points to lose, you do not earn any. Reverse effect Remove 1 Undead from the target room: all the mages within range 1 from the room lose 1 Power Point. Earn 1 Power Point for every mage hit by this effect.

Graze Straight effect Inflict 2 damages on all models in the target room, then convert 1 damage from all the models in the adjacent rooms. Every model in range that cannot be subjected to the damage conversion suffer 1 damage.

Invoke Obscurity All mages in the target room and in those adjacent. For eachnot converted they lose.

Target one of your Undead and move it to a room with a mage, and then can.

  

Reverse effect Remove one of your Undead model from the target room and replace it with a Bone Knight. Bone Knight has characteristics:

  

Swap your position with an Undead in the target room, or summon there a Landsknecht.

Sick Withering Straight effect Select a target within range 2 and inflict 3 damages on it. Select then another target within range 1 and inflict 1 damage on it. You can continue selecting targets within range 1 as long as they are completely new targets, and inflict 1 damage on them.

   Target an Undead of yours, until the end of the turn, each  inflicted by it, will make you earn. (Max)

An Undead in the target room acts immediately, or summons a Landsknecht.



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   Sick Withering

Traitor Mist

Traitor Mist

   Each mage withinfrom the target room, discards 1 card in play or you earnfor each card not discarded.

Each mage withinfrom the target room, discards 1 card in play or they suffer.

Vampire's Bite

Straight effect Each mage within range 1 from the target room (all those present in the room and in the adjacent rooms) can choose to discard to the memories 1 of the unresolved cards still into play. Earn 1 Power Point for each mage who chose not to discard.

Heal yourself . Inflictto the target.

Inflictto the target, if it’s a mage, steal .



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   Traitor Mist



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Reverse effect Each mage within range 1 from the target room ( all those present in the room and in the adjacent rooms) can choose to discard to the memories 1 of the unresolved cards still into play. Each mage who chose not to discard suffers 2 damages.

  

  



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Reverse effect Convert up to 2 damages of all mages present in the selected room and in the adjacent ones. Each mage, whose damage you cannot convert, loses 1 Power Point for each damage that was not converted.

Summon Obscurity

Vampire's Bite

   Inflictto the target. Select another target inroom, inflict. You can continue for as long as there are available different targets.

  



  

Straight effect Choose one of the following effects: 1) Remove an Undead from the target room and earn 2 Power Points. 2) Lose 1 Power Point to summon a Bone Knight in the target room. Bone Knight has characteristics:

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Sick Withering

Obscurity's Grasp

Summon Obscurity

Graze Remove one of your Undeads from the target room, and replace it with Bone Knight.

Invoke Obscurity

  

   Remove an Undead in the target room to earn, or loseto summon a Bone Knight.



   

Inflictto the target model, then, the target losesfor eachyou cannot convert.

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Invoke Obscurity

Reverse effect Inflict 2 damages and convert 2 more damages on a target mage. You are forced to convert the damage if it is possible to do so: if there is no damage to convert, earn 1 power point for each damage that was not converted.

Obscurity's Grasp

Inflictto the target mage and. Earnfor eachnot converted.

Inflictto the target model.

  

Inflictto all models in the target room andfrom all model in the adjacent rooms. If you cannot convert inflict.

  

Straight effect Inflict 3 damages on the target within range 2. Reverse effect Inflict 2 damages and convert 2 more damages on a target model: earn 1 Point. You are forced to convert the damage if it is possible to do so: if there is no damage to convert, the target loses 1 power point for each damage that was not converted.

  

  

Ice Grip

Ice Grip

Ice Grip

Graze

Obscurity Grasp Straight effect Select one of your Undead models and place it in a room containing a mage. As soon as you place it, the Undead can perform an attack. Reverse effect Choose one of the following effects: 1) You can swap position with an Undead in the selected target room. 2) Summon a Landsknecht in the target room: the Landsknecht has characteristics:

  

Summon Obscurity Straight effect Select one of your Undead models within range 2. Until the end of the turn, earn 1 Power Point for each damage inflicted by the target model, up to a maximum of 3 Power Points. Reverse effect Choose one of the following effects: 1) An Undead in the target room acts immediately. 2)Summon a Landsknecht in the target room. The Landsknecht has characteristics:

  

Vampire’s Bite Straight effect Inflict 2 damages on a model within range 1. Heal 2 damages to yourself. Reverse effect Inflict 2 damages on the target: if it’s a mage, steal 1 Power Point. The 2 effects are separated, so if the damages are ignored you can still steal the power point. If the target mage does not have at least 1 power point, you cannot steal any.

Transmutation The School A Transmutator mage will aim to empower themselves and modify their environment through powerful spells such as: rock claws, change rite, control rite, unstable flames and disfiguring mutations. Endowed with devastating physical strength, they have no fear of direct combat. It is not only through combat that they gain the power of transmutation. A transmutator mage will aim to control the environment and everything surrounding it to guarantee their victory. Transmutation spells generate instability, making use of the mage’s empowerment and their ability to make rooms unstable. The school of Transmutation symbol is the Leaf, which represents change. The green colour represents the beauty of nature. Almost all Transmutation spells generate instability, while certain effects, mainly those of the Rite spells, allow additional wounds to be inflicted on the rooms. Key elements of spells: Close combat wounds, Physical wound combo, Rites positioning, instability positioning, movement with spells, Power Points from Rites Affinity with other schools: Difficulty: Medium

Spell cards

Inflictto all models in the target room. If howeverassignto the target room.

   You can use your physical actions toanduntil the end of turn.

Reverse effect Inflict 1 damage on all models in the target room: you may discard 1 card from your hand to assign 2 instability tokens to the target room instead of inflicting 1 damage.

Become an Abomination until the end of turn. You canand.

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Acid Explosion Remove a Mutant Altar, assignto the target room.

Summon a Mutant Altar, assignto the target room.

Implosion Rite

Magic Eruption

Straight effect Remove 1 Mutating Altar (can be of any player) from a room within range 2, then assign 4 Instability to that room.

   When you suffer the next, assignto your room for eachsuffered.

Reverse effect Summon a Mutating Altar under your control in a room within range 1. The Mutating Altar has the characteristics:

Ignore the nextsuffered, assignto your room.

  



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   Implosion Rite



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After summoning the Mutating Altar, assign 1 Instability to the room in which you have summoned it.

  

  





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Implosion Rite

Magic Eruption

Inflictto the target. If howeverinflict.

Straight effect Inflict 1 damage on the selected target: you may discard 1 card from your hand to inflict 2 additional damages.

Disfiguring Mutation

Disfiguring Mutation

  

Acid Explosion

  

Acid Explosion

Disfiguring Mutation Straight effect You can use your physical actions to move and attack instead of normal effects, until the end of the turn. Reverse effect You become an Abomination until the end of the turn. The transformation into an Abomination is effectively a summon. The Abomination has the characteristics:   :Your health pool. During the Action phase, nothing changes except for the attack value: furthermore you will be able to act again during the summons phase as a normal summon. All spells influence the Abomination as it was a mage and a summon: if the Abomination summon is removed, you will return to be a mage. If you are killed while being an Abomination, return to the cell and continue playing as usual, without losing the Abomination form.

Magic Eruption Straight effect Next time you suffer damages you may trigger the protection and assign 1 Instability for each damages you suffered in the room you are in. E.g. if you suffer 5 damages, place 5 Instabilities. Reverse effect When you suffer the next damage you may trigger the protection to ignore it completely: you still are subjected to other possible effects. Assign 1 instability to the room you are in.

Reverse effect Summon a Mutating Altar under your control in a room within range 1. The Mutating Altar has the characteristics:

  

After summoning the Mutating Altar, earn 1 power point.

Mutation Rite

Straight effect You can move and attack: until the end of the turn all your physical attacks also assign 1 instability to the room you are in.

   A room with a Mutant Altar becomes the copy of another room except for the Black Rose. You canthe target room.

Reverse effect You can place 1 instability for every 2 damages present on the health bar of the target, rounded off. You can place up to 3 instabilities this way.

Summon a Mutant Altar in the target room, and assignto it for each Mutant Altar in play.

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Putrefying Poison Summon a Mutant Altar in the target room. Earnfor each Mutant Altar in play.

   Rite of Control

Removefrom the target room, heal yourself.

Removeto summon a Mutant Altar.

Yourarebased until the end of turn. You canand.

  

Earn 1 power point for every Mutating Altar (of any player) in game. Reverse effect Summon a Mutating Altar in the target room. The Mutating Altar has the characteristics: Earn 1 power point for every Mutating Altar (of any player) in game.

You haveuntil the end of turn. You canand.



  

  

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Unstable Bind

Straight effect Summon a Mutating Altar in the target room. The Mutating Altar has the characteristics:

  

Unstable Bind

Unstable Flames

Straight effect Remove 3 instabilities from the target room to heal 2 of your damages. You can only target a room that has enough instabilities to remove.

   Each time youduring this turn you can removeinroom, to addto the attack. You canand.

Reverse effect Remove 3 instabilities from the target room to Summon a Mutating Altar in it. The Mutating Altar has the characteristics:

During this turn instead ofyou can assignto your room. You canand.

  



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   Unstable Bind



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You can only target a room that has enough instabilities to remove.

Reverse effect You can assign 2 Instability to the target room if it contains at least 1 Altar (any type).

Straight effect The target room, with at least 1 Mutant Altar (of any player), becomes the exact copy of another room present in the lodge(except for the Black Rose Room): effects and color are also copied. You can immediately activate the modified target room: you can complete missions that require the activation of the copied room, this way. Reverse effect Summon a Mutating Altar in the target room. The Mutating Altar has the characteristics:

  

Assign as many instabilities to the room as there are Mutant Altars into play (of any player).

Stone Claws

Stone Claws

  

Earnand assignto your room for each Mutant Altar in play. (Maxand)

Rite of Control

  

  





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Rite of Control

Straight effect Remove up to 2 instabilities (any type) from the target room. Earn 1 power point for each instability removed this way.

Rite of Change

Rite of Change

  

Assignto the target’s room for eachof the target. (Max).

Putrefying Poison

Unstable Flames

   During this turn all yourassignto your room. You canand.

Assignto a room with an Altar.



  

Remove up tofrom the target room, earnfor eachremoved.

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Putrefying Poison

  

Stone Claws

Summon a Mutant Altar, earn.

Straight effect Remove 1 Mutating Altar (can be of any player) from a room within range 2: earn 2 power points and assign 2 Instability to that room.

Rite of Change

Remove a Mutant Altar, earnand assignto the target room.

Overload

Overload

Overload

  

Mutation Rite

  

Mutation Rite

Straight effect You can move by 1 room and attack. Your attacks acquire “Area” property until the end of the turn: each time you perform a physical attack you hit all the models present in the room targeted by the attack. Reverse effect You can move by 1 room and attack. Your physical attacks inflict 3 damages until the end of the turn. Physical actions, and other effects that make you perform physical attacks, will make you inflict 3 damages.

Unstable Flames Straight effect You can move to an adjacent room and attack. Until the end of the turn, each time you perform a physical attack (with either a Physical Action or another effect) you may remove 1 instability (and only one) from the room you are in, to inflict 1 additional damage with your physical attack. Reverse effect You can move to an adjacent room and attack. Until the end of the turn, each time you perform a physical attack you may assign 2 instabilities to the room you are in, instead of inflicting damage.

Forgotten The School The school of Forgotten Magic no longer exists. Some of the first humans to walk the earth could see and weave magical plots, revelling in the magical flows that they alone could see. They were able to create powerful spells thanks to their symbiosis with the magic, but their love for magical art was quickly transformed into the cause of their own destruction. Increasingly split between the physical and magical world, they soon disappeared, becoming they themselves part of the magical currents. Their apprentices and several of their descendants inherited the powerful spells they created, but no-one was ever able to control or truly understand them, and to this day those who are ill-prepared run the risk of triggering catastrophic effects. The Black Rose Lodge is the keeper of the Forgotten Magic and few Magisters have ever been able to get a taste of its power. To gain possession of it, a fitting sacrifice must be offered, a price that only the most courageous are willing to pay. Given there are no schools tied to the Forgotten Magic, its symbol has been identified over the centuries as that of the Lodge where it is held, a Black Rose made of ash and metal. The school of forgotten magic is one from which the mages cannot draw unless they go the Black Rose room and give up their spell cards. This school holds extremely powerful spells. There is only one copy of the spells in this school.

Spell cards Death Delirium

Inflictto the target model. If the target doesn't die within the end of the turn, remove the.

Inflictto all models in play that already have at least.

Straight effect Inflict 8 damages on the target: if the target is not defeated by the end of the turn, remove your 8 damages. If your damages (or part of ) are removed of converted by other effects, only remove the remaining damages of the original 8.

   All models withinfrom your room sufferand.

All mages within lose . Earnfor each hit mage. (Max)

Reverse effect Inflict 3 damages on all models in play that have already at least 1 damage of any color.

Straight effect All models within range 2 from your room suffer 2 damages: convert up to 3 damages onto them. Reverse effect All mages within range 2 from your room lose 3 Power Points. Earn 2 Power Points for each mage hit by the spell, up to a maximum of 6 Power Points.

  

  

Devastation

  



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Disintegration    Inflictto the unlucky target.

Echo of Revenge

Straight effect Inflict 7 damages on an unfortunate target within range 2.

   The next time you suffer, inflict the same number of to all the other models. (Max  each)

Reverse effect Assign 5 Instabilities to a room within range 2.

If you are defeated, heal all yours, nobody earns. Defeat the mage that had the moston you. Resolve the defeat as if you were the first.

Assignto the target room.

Straight effect You can trigger this protection as soon as you suffer at least 1 damage. Inflict the same amount of damage you suffered on all models in play, up to a maximum of 5 damages for each model. Remember that mages in their cells cannot be hit by spells.

  

   

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Reverse effect You can trigger this protection when you are defeated. Heal all your damages and void the defeat. Defeat then the mage who inflicted the most damage on you (in case of a draw, you can choose): resolve the defeat considering that the first place of the ranking is yours, all the others follow the normal rules.

Eviscerate

Inflictto the target model ignoringSpells.

Defeat the target if he/she has at least.

Straight effect Inflict 5 damages on a model within range 2; protection spells of the target cannot be triggered thanks to this spell.

   Two rooms adjacent to the target room become unstable, and you take the tokens. You cannot make unstable the Throne room and the Black Rose room.

Reverse effect Defeat a model within range 2 if it has already at least 1 damage. Resolve the ranking using only the damages present on the defeated mage.

Summon Infamy of Crete. He can act immediately.

  

  

Infamy of Crete

   

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Interwine Fate

All mages in the target room the Quick Spell. Earnfor each hit mage.(Max)

Look at 4 Quests from the previous Moon deck. pick 1 and take its, earn.

Straight effect Choose any room of the Loggia: all the mages present in the room discard their Fast Spell, disregarding if it was activated or not. Earn 2 Power Point for each mage hit by the spell, up to a maximum of 6 Power Points.

   Inflictto all models in play. The hit mages cannot move during their next round.

Inflictto all models in play. The hit mages cannot during their next action.



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   

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Reverse effect Look at the first 4 missions from the deck of the previous moon. Choose one and complete it, earning all the rewards. Add the mission to the pile of your completed missions: earn 2 Power Points.

Soul Entrapment

Target a model that enters in the room: you can steal from him/her.

  

Straight effect When a mage enters (voluntarily or not) a Gray Room, you can trigger the trap: You can steal 4 Power Points.

   Cast 2 Spells from your hand. Earn .

Reverse effect When a mage enters (voluntarily or not) a Yellow Room, you can trigger the trap: Inflict 6 damages: if the target is a mage and you defeat him/her, earn 6 Power Points. No other mage can earn Power Points from this defeat.

All Mage in play

of their Ready card. Earn.



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Target a model that enters in the room: inflict it , if the target is a mage and is defeated, earn. No one else earn.

Straight effect Inflict 3 damages on all the targets into play. They cannot move during their next round: assign a Immobility Token to each. The targets are able to move normally again once you played another round: remove all Immobility tokens you assigned. Reverse effect Inflict 3 damages on all the targets into play. They cannot acvitate rooms during their next round: they will be able to activate them normally once you played another round.

Time Stop

  

  

Reverse effect Summon Infamy of Crete. Infamy of Crete has characteristics:    (see page X) It can act immediately after summoned.

Lighting Storm

  

  

Straight effect Target any room, then choose which 2 rooms, adjacent to the target room, will immediately become unstable (except for the Throne Room and the Black Rose Room). Ignore possible instabilities already present in the rooms and get the tokens for their destruction.

Straight effect You can swap 2 of your spells into play, activated or not, with 2 from your hand. Immediately resolve the effects of these spells, in order of placement, even if they are both standard spells. If you play Traps or Protections, the spell come into play already active: they will be triggered as specified on the spell cards. Earn 2 Power Points. Reverse effect Each Mage must discard to the memories, if any, one spell ready and not yet resolved, or not triggered (in case of a Trap or Protection). Earn 4 Power Points.

The Lodge Description

 Black Rose room

Room characteristics Instabilities Points





Room effect You must discard 4 spells from your hand to your memories. Draw the first 3 cards of the Forgotten Spells deck: choose 1 and add it to your hand. Place the others at the bottom of the Forgotten Spells deck in any order you like. Once played, the Forgotten Spells card must be removed during the Cleaning Phase.

 Yellow rooms

Room characteristics Instabilities Points





Room effect You can draw and add to your hand one card from one of the decks of the Schools of Magic. You can choose the first uncovered card from the pile of discards or draw the first card from the deck.

Room characteristics Points Instabilities





Room effect Draw 3 missions of the current era. You can choose to swap 1 of these missions with one you own: if you do not have missions in your hand you cannot perform the swap. You can swap the mission even if your card’s moon is different: in this case place the discarded mission on top of the deck of the corresponding moon.

Room characteristics Points Instabilities





Room effect You can heal up to 2 wounds to yourself: choose any 2 damage tokens on you and remove them.

 Green rooms

Room characteristics Points Instabilities





Room effect You can move and perform an attack. Mages normally inflict 2 damages unless spells and items that power up the attack until the end of turn are present.

Room characteristics Points Instabilities





Room effect Place 1 of your instabilities in the room you are or in any adjacent room.

Room characteristics Points Instabilities



Room effect Earn 1 Power Point.



 Red rooms

Room characteristics Instabilities Points





Room effect Draw 2 cards from your Grimoire and add them to your hand. If the number of cards in your hand exceeds the maximum number specified on the mage’s sheet, discard enough spells.

Room characteristics Points Instabilities





Room effect You and another mage in any room must resolve your next spell (or the quick one). The first to act is the one who activated the room, then the target mage. The target mage MUST resolve his/her spell (or the quick one). Protections and traps become active and will follow the normal game rules.

Room characteristics Points Instabilities





Room effect Summon 1 Cerbero under your control. Cerberus has characteristics M:2 A:2 V:3 When Cerbero attacks, moreover, convert 1 damage on the target.”

 Purple rooms

Room characteristics Points Instabilities





Room effect You can play a protection card from your hand: this card replaces one that you already played, activated or not. The protection played is considered activated.

Room characteristics Points Instabilities





Room effect Draw the first card of the current moon deck: if you have more than 2 missions, discard one.

Room characteristics Points Instabilities





Room effect Take the Crown of the first player.

 Gray rooms

Room characteristics Instabilities Points





Room effect Summon a Landsknecht under your control. The Landsknecht has characteristics M:2 A:2 V:3.

Room characteristics Points Instabilities





Room effect Look at the first 3 cards of your memories, if you have any: you can choose one and add it to your hand.

Room characteristics Points Instabilities





Room effect Inflict 1 damage on a model into play. You cannot select mages in their cells.

 Blue rooms

Room characteristics Points Instabilities





Room effect Copy the effect of an already activated room. Beware: this effect does not resolve the missions of the copied effect. The activated room is always the Mirrors Room. You cannot copy the effect of the Throne Room or Black Rose Room.

Room characteristics Points Instabilities





Room effect Pick any card of your choice from your grimoire and add it to your hand. Reshuffle your grimoire.

Room characteristics Points Instabilities





Room effect The target mage within range 1 is immediately moved to his/her cell, his/her damages are removed and is not considered defeated: the target mages continues his/her turn from the cell. If he/she does not have any helpful physical actions to exit the room, he/she will have to discard one played spell to move by 1 step.

Jafar A glimpse of the future The calm dark waters of the Adriatic resembled a flat plane of undulated glass, on which the crescent of a silvery moon reflected radiant and bright, surrounded by a star-lit, cloud-free sky. Sitting with his legs crossed at the furthermost point on the ship’s stern, with the wind lashing against his exotic clothes and the lappets of his turban, Jaf ’ar waited, patiently meditating, for his boat to reach the port of Venice, where a luxurious coach was already waiting to take him to the city of Turin, and finally to the Black Rose Lodge. The journey upon which he had embarked, which had begun among the sundrenched sand dunes of his much-loved Arabia, had been long and tiresome, and the challenge he was yet to face would be even more arduous. And yet Jaf ’ar had no fear of that which awaited him. He had dedicated his entire existence to studying the ancient arcane art of Divination, and thanks to his sphere, he was able not only to see the past and future, but also alter them. The title of High Magister was all but his, and it seemed nothing could shake him from this conviction, when all of a sudden the ship collided with something incredibly large. After a frightening rumble, the boat tipped dangerously onto one side, forcing Jaf ’ar to grab on to the railing or be thrown overboard. Then all of a sudden, the wooden planks began to disintegrate under his feet as if they were nothing but twigs, pulled by some gigantic, obscure vortex, which seemed to be sucking everything into the depths of nothingness. No matter how hard he tried to resist, in the end Jaf ’ar too was forced to let go, swallowed up by that obscure swirling darkness. “Land!!!” yelled a voice all of a sudden from the watch station “Land in sight!!!” When he opened his eyes, startled, Jaf ’ar felt himself gasping for air for a few seconds, but the waters were once again calm, the ship he was travelling on once more stable and integral, heading towards the twinkling lights of the Venetian lagoon. He instinctively looked into his glass ball, catching glimpse of a slight flicker, and immediately understood that what he had involuntarily witnessed was an imminent and ominous omen. With immense dissent, he stood up on his feet, deeply disturbed by what had just happened, refusing to accept that warning. He had dedicated his whole life to preparing for this battle, and he wouldn’t allow anything or anyone to intimidate him, not even his own magic. He grabbed the stick on which his arcane ball was set and fixed his gaze on the dry land in the distance, determined, if necessary, to rewrite his own destiny.

Custom Spell Reading the stars

   Look at the first 2 Quests of Moon III. You can lose  to  of these cards.

Look at the first 4 Events of the current Moon. You can rearrange them in the order you prefer. Earn .

Favorite School of Magic

Reading the stars Straight effect Look at the first 2 Quest Cards of the third moon. You can choose to lose 1 Power Point to draw 1 of these 2 cards: place the other card on top of the pile of the third moon. Reverse effect Look at the first 4 Event Cards of the current Moon. Place them on top of the Events deck in any order of your choice. Earn 1 Power Point.

   Reading the stars



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Divination

Tessa Hard as a rock Her powerful goat’s legs darted between the trees at an almost supernatural pace, her hooves kicking up huge clouds of dirt with every change in direction. Despite the gruelling chase, Tessa’s fierce gaze filtered through the enormous trunks, until she finally identified her objective in the distance. The faun deftly leaped over a bush without slowing her stride, swiftly ducked her head, scraping a hanging branch with her curved horns, springing to the side of one last tree before finding herself finally out of the forest’s confines. Making one last final effort, she ramped up the pace to take one more surprising leap, covering a distance of almost 10 metres. During her flight, arms outstretched, she mumbled a rapid sequence of incomprehensible words before a thick layer of stone enveloped her hands, from the tips of which emerged sharp-edged growths. As she landed on the ground, both of Tessa’s stone claws impacted with an enormous mass. A series of deep cracks opened up in the rock, which nonetheless remained essentially intact. The faun looked on breathlessly at the result of her attack, then shook her head in disappointment. “You shouldn’t train so hard before taking on such a long journey.” The nearby voice of Larssa, her chieftain, took her by surprise. “You’re the best student I’ve ever had and the magic of nature flows pure and fluid through your veins. You need not be afraid of the battle that awaits you, nor of those who will take part.” But Tessa didn’t agree. “Save your advice, I’m not an apprentice anymore,” she responded, still annoyed at her failed attempt. The stone covering her hands disappeared, as she reached up to touch the small pendant with the black rose around her neck. “I know she’ll be there and I know perfectly well she’ll be seeking revenge for what happened to her master. But Rebecca won’t be my only enemy in the Lodge, and to be granted the title of High Magister, I’ll need to fight them all unconditionally. It’s the only way to gain the power we need to protect our population from the humans.” The chieftain stared once more at her pupil, who had now become an expert enchantress. Then the gloomy sound of a horn echoed from far away among the Sibylline mountains. “I must go now, they are waiting for me to say my ‘last goodbye to the clan’”, and without another word, Tessa turned around, heading off toward the sunset at the same pace with which she had arrived. Larssa watched the athletic physique of her only daughter disappear among the woods, leaving her completely unaware of the fact that just a few seconds later, the enormous mass she had struck had entirely shattered.

Favorite School of Magic

Custom Spell Wrath of Nature

   You can and ,then you can andonly if you can attack another target.

Inflictto all models in the target room, then assignto the target room, if you are in the room assign further.

   Wrath of Nature



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Transmutation

Wrath of Nature Straight effect You can move by a step and attack a model, thereafter you can move again by up to 1 step and attack another model only if different from the first one. Reverse effect Choose a room within range 1 and inflict 1 damage on all models present in the target room, thereafter assign 1 Instability to the target room. If you are in the target room, assign 1 additional instability.

Rebecca Wishes of vengeance A fresh morning breeze was blowing from the Ionian, caressing the violetcoloured silk cape embracing Rebecca’s tall and slender silhouette, right up to the top of her head. With each step, the thick, lush grass on which she walked turned a yellowish colour until completely drying, creating a melancholy path in the direction of the solitary headstone erected at the top of the hill. When she reached the anonymous white marble stele, almost two metres high, she stopped, fixing a menacing gaze upon the effigy of the black rose, delicately etched into the smoothly polished stone. Although much time had passed, an uncontainable river of rage resurfaced at the mere thought of that cursed day. “Here I am, master,” she whispered, her own words mixed with the hissing of the wind. “It took eight long years of intense training, but now I’m here to tell you that finally, you will have your revenge. Be not afraid, I will destroy each of my enemies, one after the other, showing no mercy. I will drain every glimmer of vital essence from their bodies, dragging them into the tight, cold grip of a slow death. And finally, once I am done, from the cold and lifeless bones of that insolent faun, I will take back the seal she stole from you. Then, I will make my way to her lands, and as the beholder of the title of High Magister of the Black Rose Lodge, I will inundate them with an unimaginable onslaught of undead knights, whose only instruction will be to terminate every single living creature they encounter.” A treacherous, smug grin appeared on Rebecca’s impassive face. “Nothing will be left of the wild fauna race, not even a faded memory.” For a few minutes, she remained self-absorbed in a reflective silence, before turning on her heels, ready to confront that long journey, which from the south of Lucania would take her to the city of Turin, but a familiar figure appeared to be waiting for her at the foot of the hill. “Don’t do it,” said her sister, Arianna, with a compassionate tone as she moved closer. “Don’t become what our master would never have wanted you to become.” Rebecca’s gaze was filled with hate. Even if they shared the same blood and identical somatic traits, Arianna had remained a simple apprentice, she had no right to make such affirmations toward an expert enchantress. “The fauns will have no future,” replied Rebecca, limiting her response, barely holding back her anger as she passed by her side. “Nor will anyone who dares to get in my way.” She stepped passed her sister and continued on, without waiting for a reply.

Custom Spell

Favorite School of Magic

Putrify

Putrify

Straight effect Inflict 3 damages on a model within range 1. If the target is a mage, he/she loses 1 Power Point.

   Inflict,the target also loseif it is a Mage.

Remove an Undead and inflictto a model  from the Undead.

Reverse effect Remove an Undead from the game and inflict 4 damages on a model within range 1 from the removed Undead.

   Putrify



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Necromancy

Nero A short-tempered guy From the large window looking east of the mansion, it was impossible not to admire the grandeur of the Colosseum in the distance, which stood like an ancient Roman illuminated by the early light of dawn, towering and magisterial over the surrounding buildings that paled in comparison. Since he was a child, Nero had often stopped to contemplate the greatness of that monument, imagining himself fighting inside its walls as if he were a young gladiator of the past, fuelled on by the incitement of fiftythousand screaming spectators. And that morning, despite his thirty years, the charm of the Colosseum had once again drawn his attention. But the battle that awaited him was in no way imaginary. Nero’s mind traced over the memories of the last ten years spent vigorously training, when a wave of adrenaline swept over him almost unexpectedly. His hands began to emit an incandescent heat, his powerful muscles seemed to contract, as if subjected to some immense force, his breath becoming increasingly short. When even his sight began to cloud over, he understood he was at the point of no longer being able to control himself. “Excuse the disturbance, sir...”, said a flat male voice standing behind him, unexpectedly. “Your carriage is ready.” With a quick shake of his head, Nero partly regained consciousness, keen to dismiss his stoic servant with an acknowledging gesture. Immediately afterwards, he closed his eyes and began to concentrate, just like his grandfather had taught him, and after a few deep breaths managed to regain complete control of himself. He needed to calm down and find the patience to withstand just a few hours of travel. Then, he would finally be able to release his fury. The image of the Colosseum continued to instigate him, but Nero turned his back on it. On his return, he would look upon that monument in a different way, because he had sworn on his own family’s honour that he would return to Rome in possession of the title that had once belonged to his grandfather, Great Master of the Black Rose Lodge... or else, he would not return at all. “Giving up isn’t an option,” he whispered with determination before making his way toward the door, his hands leaving a thin trail of black smoke in the luxurious hall of his mansion.

Favorite School of Magic

Custom Spell Wrath of Nature

Ring of Fire

   Inflictto all models in adjacent rooms.

Inflictto all models in the target rooms. If hit mages leave the room with a physical action by the end of the turn , they will suffer further .

   Ring of Fire



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Destruction

Straight effect You can move by a step and attack a model, thereafter you can move again by up to 1 step and attack another model only if different from the first one. Reverse effect Choose a room within range 1 and inflict 1 damage on all models present in the target room, thereafter assign 1 Instability to the target room. If you are in the target room, assign 1 additional instability.