Conjuration: This spell creates something in game: a magical warding, a wall or even an alien presence within an ally that augments their prowess. The use of conjurations requires glow-sticks. There can only be one conjuration per room at a time. If a conjuration is already present in a room, future conjurations cannot be cast upon the room unless the first one is destroyed.
Healing: A healing spell restores HP to a target. A healing spell may not grant a target more HP than his maximum. If a Healing spell is cast upon you while you are in the critical stage of your Deatg count (the last 2 minutes of your Death count), it will not work. At that point, only a Revival spell will halt your soul’s departure.
Deception: A Deception Spell disguises the caster’s actions, either making him appear as if he was dying or making him seem like he was telling the truth.
Revival: Spells of revival will bring a dying character back to life at 1 HP, even if they are at their critical Death count. If cast upon a dead character, the caster must mark the character card of dead character’s player with his character’s name, the spell used to restore him to life and which period/event the spell was cast (similar to preparing a Glyph). If the situation does not allow for this writing, then it must be done as soon as possible.
Remove X: Spells of this kind will remove a specified effect from a target.
Detect: Spells of Detection will allow a spell-caster to detect hidden characters or pierce disguises. Alternatively, a spell of detection might allow a spell-caster to read Lore or Language cards that he might not be otherwise able to read.
Attack: This spell inflicts damage upon a target. The type of damage is normal unless otherwise specified (see below)
-Elemental (Fire/Ice/Shadow/Lightning/Shadow/Silver): These spells inflict damage of the specified sort.
Bane: This spell inflicts Bane damage upon a target. Bane damage bypasses all of the resistances of a specified target.
Glyph: A glyph spell requires a glyph to be made of that spell. A glyph is a spell’s physical representation, the spell’s energy made manifest in material form.
Charm: This spell is a Charm spell and thus can be negated by effects that protect against Charm effects. Charm effects usually affect a target’s mind in some way or form.
-Pacify: This spell places a Pacify effect upon a target, preventing him from making any attacks. Pacify effects are Charm effects.
-Taunt: This spell places a Taunt effect upon a target, forcing him to attack the spell-caster. Taunt effects are Charm effects.
-Befriend: This spell places a Befriend effect upon a target, making him believe the spell-caster to be a good friend. Befriend effects are Charm effects.
-Suggestion: When a Suggestion effect is invoked, the statement following it must be believed by the target of the spell. Suggestions that are too outrageous or dangerous to follow will not be believed.
Pain: This spell is a Pain spell and thus can be negated by effects that protect against Pain effects. Pain spells affect the target’s body negatively.
Cripple Limb: This spell places a Cripple Leg or a Cripple Arm effect upon a target, preventing him from amu use of the specified limb. Cripple Limb effects are Pain effects.
-Daze: This spell places a Daze effect upon a target, preventing him from using any Feats or Spells. Daze effects are Pain effects.
-Stun: This spell places a Stun effect upon a target, preventing him from moving or even defending himself. Stun effects are Pain effects.
Force: This spell is a Force spell and thus can be negated by effects that protect against Force effects. Force effects usually limit or influence their target’s mobility
-Knock back: This spell places a Knock back effect upon a target, knocking him away from the spell-caster. Knock back effects are Force effects.
-Slow: This spell places a Slow effect upon a target, slowing him to a heel-to-toe speed unless he stands in place. Slow effects are Force effects.
-Snare: This spell places a Snare effect upon a target, pinning him in one place. Snare effects are Force effects.
-Shackle: This spell places a Shackle effect upon a target, pinning him in one place and rendering him immune to all other effects. Shackle effects are Force effects.
Incapacitate: This spell is an Incapacitating spell and thus can be negated by effects that protect against Incapacitate effects. Incapacitate effects usually render their target unable to fight effectively… or at all.
-Confuse: This spell places a Confuse effect upon a target, preventing him from moving or acting until outside stimulus (such as pain) intervenes. Confuse effects are Incapacitate effects.
-Blind: This spell places a Blind effect upon a target, preventing him from moving and requiring the target to act as if blinded. Blind effects are Incapacitate effects.
-Silence: This spell places a Silence effect upon a target, preventing him from speaking in game. Silence effects are Incapacitate effects.
Mortal: This spell is a Mortal spell and thus can be negated by effects that protect against Mortal effects. Mortal effects usually affect a target’s soul negatively.
-Fear: This spell places a Fear effect upon a target, forcing him to flee the spell-caster. Fear effects are Mortal effects.
-Dominate: This spell places a Dominate effect upon a target, forcing him to follow the spell-caster. Dominate effects are Mortal effects
-Weaken: This spell places a Weaken effect upon a target, preventing him from dealing more than 1 point of damage with any attack or spell. Weakness effects are Mortal effects


