Spell                                    Spell
ITERATION
 
You may cast this spell when required. When cast, you can force another player of your choice to reroll the die when landing, using or encountering any spells, enemy, object, place, event, stranger or magic object. Their first throw is ignored. It cannot be used in the Timescape.
Spell                                    Spell
RECOVERY
 
This spell may be cast when required. By casting it on yourself or any other player, the recipient regains up to two lives and either one strength or one craft.
Spell                                    Spell
ALTERATION
 
You may cast this spell at any time on any player. When cast, it enables you to change the alignment of any player of your choice. Any alignment-based rule or instruction should now be followed by that character.
Spell                                    Spell
VISION
 
You may cast this spell at the start of your turn, before rolling the die. When cast, it allows you to take one secret look at the top five cards in any deck of your choice, except the spell, destination or alternative ending cards.
Spell                                    Spell
ENERGY VOID
 
You may cast this spell when required. When cast, it empowers you to move your character to any space on the Circus or Timescape boards except the vortex and the fortune teller's tent.
Spell                                    Spell
BLAZE
 
You may cast this spell when required. When cast, a fire rages through either a wood space, a forest space or the cursed glade, you may choose which one. Anything on that chosen space is burnt and placed on the discard pile. Any character caught in the fire loses one strength..
Spell                                    Spell
WIZARDRY
 
This spell is cast on any player on any board/region at any time. They must roll 1 die to see what happens to them, 1. Lose all magic/objects regarding strength. 2. Become a toad for three turns. 3. Lose all gold. 4. Lose all magic/objects regarding craft. 5. Lose 2 followers chosen at random. 6. Teleported to the Rad Zone.
Spell                                    Spell
BENEVOLENCE
 
You may cast this spell when encountering the Sentinel, Guard Room or when about to be arrested. The encounter does not then take place, and you can carry on as normal on your next go.
Spell                                    Spell
NEGLECTION
 
This spell turns any place on the board into ruins which must be placed on the discard pile.
Spell                                    Spell
STRENGTHEN
 
This spell can be cast when another player encounters any enemy. When cast you can give the enemy any extra strength or craft from your own supply. You must permanently reduce the requisite by the amount of strength/craft you have given. After the combat the enemy returns to their normal strength/craft.
Spell                                    Spell
BAD BLOOD
 
When cast, you will not have to roll when at the Vampire’s Tower, or Dice with Death. You will move on as normal next turn.
Spell                                    Spell
NEGLECTION
 
This spell turns any place on the board into ruins which must be placed on the discard pile.