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Dweomer And Magic

 

 Fae magic is cast by harnassing the wild elemental energy known as dweomer and bending it to the caster's will. The spell-craft methods of the Seelie and Unseelie vary greatly from each other, but the energy they are drawing upon is this same elemental dweomer.  Spell cards represent a specific area of knowledge and can each be activated by the player to trigger one of three spell effects. Spell cards held in a player's hand can be placed on the table (tabled) next to that player's hero card in the fade if the requirements of that spell card can be met by the player. Once tabled, a spell card may be used by paying its activation cost, declaring a legal target and is then turned upside down to represent depletion. Each of the three effects has a level requirement of either 1, 2 or 3 which must be met by the hero before activation. Only one copy of the same spell card may be tabled by any single player at one time and a player may table a maximum number of spell cards equal to their hero's spell count.

 

Spell Cards (Seelie)

 

- Manifest Fire

- Manifest Earth

- Manifest Water

- Manifest Air

- Displacement

- Light 

- Grove Magic 

 

Spell Cards (Unseelie)

 

- Channel Fire

- Channel Earth

- Channel Water

- Channel Air

- Shifting

- Blood Rites

- Nightmare

 

Mundane Spell Card

 

- Harness Leyline

 

Spell Card Properties

 

- Title: The name of this spell card.

 

- Spell Alignment: The alignment of

this card (Seelie or Unseelie) if any.

 

- Requirements: The requirements for tabling this spell card.

 

- Activation Cost: The level requirement and dweomer cost of activating each of the three effects of this spell card.

 

-Effect Descriptions: The three different effect descriptions of this spell card.

Spell Card Art And Design

 

* Templates by Themo

 

* "Place holder" art will be replaced 

   at a later date.

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