| Spell | Cost | Difficulty | Effect
|
| Cantrip of the Chariot | 0 | 7 | Pick one friendly character in Line of Sight within 6” that isn’t in base contact. That character immediately makes a Move action that cannot be used to Move into base contact with an enemy character.
|
| Renewed Vigour | 1 | 6 | Pick (x) friendly characters in Line of Sight within 12”. Those characters remove any Stunned counters they have and cannot gain any Stunned counters until the end of the round.
|
| Fiery Rhetoric | 1 | 7 | Pick one friendly character in Line of Sight within 1”. That character replenishes 1 Command Point.
|
| Waves of Force | 1 | 8 | Pick a point in water in Line of Sight within 12”. Then pick another point within 6” of the first and trace an imaginary line between the two. Any character touched by that line no higher than 3” above the first point immediately gets hit by a Grapple action, with the roll equal to the number of Aces in the Magic Roll.
|
| Walk Between Worlds | 2 | 6 | Pick one friendly character in Line of Sight within 6”. That character receives the Ethereal, Flight, and Slippery (X) until the end of its next activation.
|
| Ice Lock | 2 | 6 | Place the blast marker in water in Line of Sight within 8". Any characters at least partially over the blast marker receive a Stunned counter and are moved the shortest distance until they're not over the blast marker. The area under the blast marker is treated as solid ground. Remove the blast marker at the end of the round.
|
| Madness | 2 | 8 | Pick one enemy character in Line of Sight within 3”. That character immediately makes an action. For the purpose of the action, the enemy character counts as a friendly character, with the caster’s player deciding where to Move them and making any rolls or additional actions (such as Attacks of Opportunity). |