Spells offer an extra magic solution to a variety of problems. To use a spell, pay the magic cost to auto succeed or roll for it as you would a typical magic option. Spells will feature their name, score, relevant section they can be used, description, and rules effect.
Example:
Decay: 2 - Encounter: The target begins to wither a slow. Lose any Goods (G) related rewards.
This spell is called "Decay", it costs either 2 magic, or rolling a 2+ on a D6 for "roll for it", It may be used only on encounter pages, the spell is described as causing the target to wither and slow, upon success the player may obtain any related rewards except for any Goods (G).
Spells are arranged by schools, if ever a school of magic is named, it will be referencing all the spells featured in it's relevant section below.
Example: The "Kinetic" school would reference the Shield, Blast, and Hold spells.
Kinetic: The most basic school of magic, focused on telekinetic manipulation.
1(G) Shield: 4 - Encounters: A semi-visible wall of force obstructs your damage. After taking the Combat option, recover any spent (C).
1(G) Blast: X - Encounters: A blast of invisible energy bursts from your hand. Spend (M) in place of (C) when taking the combat option, choose to receive either the Magic or Combat reward.
1(G) Hold: 4 - Encounters: Bands on invisible energy hold your opponent in place. Bypass the page, do not obtain any rewards for this encounter.
Necromancy: A school focused on death a blood, converting life forces into magic.
3(M) Raise Dead: X - Encounters: Raise a thrall to fight on your behalf, Spend (M) magic for the (C) Combat cost, do not roll for it.
3(M) Drain life: X - Victorious Encounters: A black miasma sucks the life from your target. Reduce the (C) score by the same amount, then add that to your (C).
3(M) Decay: 2 - Encounter: The target begins to wither a slow. Lose any Goods (G) related rewards, but -4 from (S) stealth scores to a minimum of 2.
3(M) Blood Magic: 2 - Any: As you bleed, you turn your blood into raw magic. Move any spent (C) into your Magic for this page.
Holy: A school focused on righteousness and good moral standing, calling upon divine aid to pay the user back for their good deeds.
3(T) Smite: 2 - Encounters: Your eyes burn with holy flame that alights your weapons. May pay (T) as well as (C) for any Combat options.
3(T) Banish: 4 - Supernatural: A portal to the celestial realm opens behind you, chasing away or consuming undead. Bypass the Encounter, do not obtain any rewards.
3(T) Heal: X - Anytime: A shaft of light opens above you as you feel your energies recover. Redistribute X (T) Talking among your (M) Magic, (S) Stealth, (C) Combat, and (N) Nature as you choose.
3(T) Dispel: 3 - Dungeon, Obstacle: Holy Magic spreads forth and eases your path: Auto succeed the (M) Magic option without spending it's cost, obtain any reward associated with the (M) Magic option.
Elemental: A volatile school of magic focused on weaponizing the forces of nature.
3(G) Fire ball: 2 - Encounter: A torrent of fire erupts from your eyes, fingers, or mouth. Reduce (M) option score by 2 to a minimum of 0, you may select this option as many times as you wish, do not obtain any (G) rewards.
3(G) Ice storm: 2 - Encounter: A sheet of sleet and hail swarms around you. Reduce (N) option score by 2 to a minimum of 0, you may select this option as many times as you wish, do not obtain any (N) rewards.
3(G) lighting bolt: 2 - Encounter: A thunderous crack of lightning smashes into your opponent. Reduce (M) option score by 2 to a minimum of 0, you may select this option as many times as you wish, do not obtain any (M) rewards.
3(G) Obscuring Mist: 2 - Encounter: a dense fog fills the air. Reduce (S) option score by 2 to a minimum of 0, you may select this option as many times as you wish, do not obtain any (T) rewards.
3(G) Heat breath: 4 - Weather: Warmth fills your lungs, spreading to your body. Bypass this Page, do not obtain any rewards.
3(G) Waterbend: 4 - Lake: Water becomes your ally and you conduct it like an orchestra. Reduce (N) and (M) Scores by 4 to a minimum of 2 while exploring the Lake.
Psychic: The school of magic obsessed with harnessing the power of mind over matter.
4(G) Illusion: 2 - Any: Your target believes the objects conjured around them are real, they will not be happy later. Use (T) instead of (G) for any options.
4(G) Traitor: 2 - Encounter: A nearby ally of your target suddenly goes turncoat. Reduce (C) scores by 2 to a minimum of 2, you may take this action multiple times.
4(G) Berserk X - Encounter: Rage fills your mind, pushing you to limits you didn't know you had. Transfer X (M) and/or (T) into (C).
4(G) Horror: 4 - Encounter Beast/Brigand: Fear consumes the mind of your opponent, making them run terrified. Bypass the Encounter do not receive any rewards.
4(G) Sleep: 4 - Encounter Beast/Brigand/Folklore: a deep sleep overwhelms your target and they drift into a restless sleep. You may either bypass this encounter or receive the Combat (C) rewards, rolling 1d6 for each point of reward, on a 6+ the opponent wakes up and you must pay the Combat option costs.
Temporal: The most advanced school of magic that plays with the time and space continuum.
6(G) Slow Time: 4 - Encounter, Dungeon, or Obstacle: Time slows to a snails pace as you take in each moment with ease. Reduce all scores by half (rounded up) to a minimum of 1 for auto succeed or reroll any "roll for it" rolls. (No more temporal spells may be used on this page).
6(G) Rewind: 1 - Any: Time pauses, then quickly rewinds to your previous moment. reroll your last roll.
6(G) Haste: 4 - Any: The world becomes a blur, you can almost see two timelines blending. You may pick two options on this page.
6(G) Warp: 1 - After resolving any page: A vortex opens up before you. You may teleport Home.
Nature: Magic pulled from nature itself, tribal and rural, all things natural.
3(G) Shapeshift: 4 - Encounter, Dungeon, Weather, Snow, Foraging, Obstacle: Fur, feathers, scales, gills, whatever you need forms somewhere on your body. Use (N) Nature in place of any (S) Stealth or (C) Combat scores.
3(G) Forage: 3 - Foraging: Berries, Bushes, Bones, all of it sings out to you. Bypass the Foraging page and obtain all rewards for every option that add to stats, ignore options that subtract from stats.
3(G) Wild Tongue: 3 - Encounter Beasts: The beast halts and locks eyes with you, a spark of intelligence behind its face. Use (T) for the Combat option. If you do this create a [Pet] Token in your journal. Give it a [C] Stat equal to the Beast's (C) score. You may spend this pet's (C) for any combat costs, you may replenish this (C) up to its original score using (N) while camping with a hammock outside a city/town/village.
3(G) Passage: 4 - Weather, Dungeon, Obstacle: Winds die down, water calms, storms cease. Bypass the page, do not receive any rewards.