Demayth

The Grimoire

The Twelve Schools of Magic


The Twelve Schools

Magic in Demayth is divided into twelve distinct Schools. Each school represents a different way of channeling your Divine Spark. When building your Demigod, you may choose up to three of these schools to master. Your selection defines your playstyle and determines the tactical options available to you during a duel.

  • Alteration: Focuses on manipulating physical matter, earth, and stone. Great for creating armor and moving across the board in unexpected ways.
  • Augmentation: Focuses on enhancing the Demigod's own physical and martial capabilities. Ideal for those who want to turn their body into a weapon.
  • Chronology: Focused on manipulating time, speed, and causality. This school allows you to take extra actions or undo mistakes.
  • Conjuration: Focused on summoning creatures and objects, or creating magical constructs. Perfect for players who want to overwhelm the board with allies.
  • Destruction: Focused on wielding raw elemental power and pure arcane force. This is the school of pure damage and obliteration.
  • Divination: Focused on foresight, knowledge, and revealing truths. These spells allow you to manipulate your deck and see through your opponent's plans.
  • Necromancy: Focused on death, undeath, and life force manipulation. Use this school to drain life from foes or raise the fallen to serve you.
  • Protection: Focused on defending, shielding, and preventing harm. These spells ensure that you and your allies can survive even the most devastating attacks.
  • Psyche: Focused on influencing minds, mental attacks, and controlling emotions. This school excels at disrupting your opponent's control over the battlefield.
  • Reprisal: Focused on countering, dispelling, and punishing the use of magic. This is the ultimate defensive school for shutting down enemy spellcasters.
  • Restoration: Focused on healing wounds, mending gear, and restoring life. Essential for long battles where every point of health matters.
  • Witchcraft: Focused on curses, hexes, and dark bargains. This school uses Perception range to hinder opponents from anywhere on the board.

Building Your Spellbook

Once you have selected your three schools, you must choose exactly nine spells to record on your Demigod Sheet.

  • The Chapter System: You must assign three spells to Chapter 1, three to Chapter 2, and three to Chapter 3.
  • Balanced Mastery: You do not have to pick three spells from each of your three schools. You could pick seven spells from Destruction and one each from Alteration and Protection, provided you have chosen those three schools as your focus.
  • The Strategic Lock: Once the match begins, you cannot change these spells. Your choices here will dictate your entire strategy, so choose spells that complement your equipped items and your overall game plan.

How to Read Spell Entries

Each spell in this Grimoire is presented using the following concise format:

  • Spell Name (Spell Category): The unique title of the spell, followed by its Primary Category (Aggressive, Defensive, or Utility).
  • Casting: This line defines how and when your Demigod can cast the spell, including all costs and usage context.
  • Effect: This section details exactly what the spell does once legally cast. This includes all mechanics, Attack Values, healing amounts, status effects, and durations.
  • Flavor Text: Descriptive text to enhance the game's theme.

Advanced Timing: Reactions & Interactions

As you dive into the detailed spells, remember these key interaction rules:

  • The Single Trigger Rule: Your Demigod can only play one Reaction per trigger. If your Demigod has both Crystal Shield and Chrono Shield available, they must choose which one to use against a single attack.
  • Timing of Effects: Reactions like Armor of Ages or Crystal Shield provide their values before damage is calculated.
  • The Counter Rule: Your Demigod cannot "react to a reaction." If an opponent uses Counter Strike, your Demigod cannot play a Reaction card to defend against that specific free attack.

Spell Power Interaction

If your Demigod is wielding a Magical Weapon from the Item Compendium:

  • When using Boulder Toss or Stone Shard, if your Demigod chooses "Spell Attack Value" as their focus, add their weapon's Spell Power to the damage.
  • When using Crystal Shield or Chrono Shield, if your Demigod chooses "Spell Defense Value", add the Spell Power to their Demigod's DV.

Alteration

Magic focused on manipulating physical matter, earth, stone, and forms.

Boulder Toss (Aggressive Action)

Casting: Play when your Demigod is making an attack within Line of Sight (1 SAP).

Effect: This attack has an Attack Value (AV) of 5.

As the Demigod gestures, the very soil heaves and coalesces into a jagged sphere of granite, which hurtles through the air with the weight of a falling mountain.

Stone Shard (Aggressive Action)

Casting: Play when your Demigod is making an attack within Perception range (1 SAP).

Effect: This attack has an Attack Value (AV) of 3.

The ground beneath the enemy’s feet suddenly fractures, birthing a splinter of obsidian that strikes upward with unerring precision, ignoring all physical obstacles.

Crystal Shield (Defensive Reaction)

Casting: Play when your Demigod is targeted by an attack or spell (0 SAP).

Effect: This defense has a Defense Value (DV) of 10.

A sharp crack echoes across the field as translucent diamond walls erupt from the air, catching the incoming strike in a web of unbreakable, shimmering geometry.

Crystal Armor (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod gains 10 Temporary Armor Points (AP). While your Demigod has any remaining AP from this spell, your Demigod has their movement reduced by 2 MP. This penalty is removed once the 10 AP is depleted.

Liquid crystal flows over the caster’s skin, hardening into a thick, translucent shell. Though it weighs heavily upon the limbs, its protective embrace is absolute.

Wings of Aether (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Move your Demigod up to 5 spaces. During this movement, your Demigod gains the Flying trait.

Ribbons of golden light unfurl from the caster’s shoulders into magnificent, ghostly pinions that carry the Demigod effortlessly over the hazards of the earth.

Teleportation (Utility Action)

Casting: Play during your Turn to target an Open space within Line of Sight (1 SAP).

Effect: Move your Demigod to the target space. This movement is unaffected by Rough Terrain or Terrain Pits.

In a sudden discharge of arcane energy, the Demigod simply ceases to be in one location, only to fold back into existence elsewhere in a single heartbeat.


Augmentation

Magic focused on enhancing the Demigod's own physical or martial capabilities.

Multi-Strike (Aggressive Action)

Casting: Play when your Demigod is making a Melee attack (1 SAP + 1 Battle Card).

Effect: Play 1 Battle Card from your hand to make a Melee attack. After resolving the first attack, immediately make a second attack using the same Battle Card, without any additional cost (0 SAP).

One motion, two deaths. The speed of a Demigod is a terrifying thing to witness.

Overwhelming Force (Aggressive Action)

Casting: Play when your Demigod is making a Melee attack (1 SAP + 1 Battle Card).

Effect: Your Demigod puts their entire weight and will into a single blow. Play one Battle Card from your hand to make an attack for a free action (does not cost SAP). This attack gains a +5 bonus to its Attack Value.

There is no armor thick enough to withstand the focused spark of an angry god.

Counter Strike (Defensive Reaction)

Casting: Play when your Demigod is targeted by a Battle Card attack (0 SAP).

Effect: Your Demigod defends for 5 points. If the triggering attack misses and the attacker is within your Demigod's weapon's range, your Demigod may immediately play a Battle Card to attack them as a free action (0 SAP). If the attacker is out of range, your Demigod may draw 1 card instead.

Every strike has a shadow. A master simply waits for the shadow to return to its source.

Evasive Dodge (Defensive Reaction)

Casting: Play when your Demigod is targeted by an attack or spell (0 SAP).

Effect: Your Demigod defends for 5 points. After the attack resolves (whether it hits or misses), you may choose one: Immediately move your demigod up to 3 spaces OR your demigod draws up to 2 cards.

A Demigod is never exactly where you think they are.

Demigod Dash (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod sprints with supernatural speed. Move your Demigod up to 12 spaces. After the movement is finished, your demigod may draw 1 card.

A blur of motion and the scent of ozone is all that remains.

Gain Power (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod centers their spirit and draws on their internal reserves. Draw up to 3 cards from your demigod’s deck.

Strength is not just in the arm; it is in the depth of the mind.


Chronology

Magic focused on manipulating time, speed, and causality.

Time Stop (Aggressive Action)

Casting: Play during your Turn to target an opponent within Melee range (1 SAP).

Effect: Your Demigod freezes time for a specific rival. The target Demigod is Stunned. This status persists until either the target or one of their allies chooses to discard 3 cards from their hand (this discard is a free action, and can be done at any time during the battle).

In the blink of an eye, the world stops. For your Demigod, it stays that way.

Hastened Strikes (Aggressive Action)

Casting: Play during your Turn when your Demigod is making an attack (Weapon Dependent Range, Melee if your Demigod has no weapon equipped) (1 SAP).

Effect: Your Demigod accelerates their personal timeline. For the remainder of this turn, your Demigod may play up to 3 Battle Cards from their hand to make 3 separate attacks (0 SAP cost for the Battle Cards). Resolve each attack fully before making the next.

To the master of time, a single heartbeat is long enough for a thousand cuts.

Chrono Shield (Defensive Reaction)

Casting: Play when your Demigod is targeted by an attack (0 SAP).

Effect: Your Demigod rewinds the immediate past to avoid impact. Defend for 5 points. If your Demigod receives no damage from the attack, your Demigod may choose 1 card from their discard pile and place it on top of their deck.

The blade struck true... until it didn't.

Armor of Ages (Defensive Reaction)

Casting: Play when your Demigod is targeted by an attack (0 SAP).

Effect: Your Demigod pulls temporal echoes to shield itself. Your Demigod gains temporary AP equal to the number of Demayth Cards currently in their discard pile. This AP is gained before damage is applied and lasts until the start of your Demigod's next turn.

The weight of their past becomes their strongest shield.

Ripple Effect (Utility Action)

Casting: Play immediately after your Demigod casts another spell this turn (1 SAP).

Effect: Your Demigod forces time to repeat itself. Repeat the full effect of the last spell your Demigod cast this turn. Your Demigod does not need to play another Demayth card, but your Demigod must pay any non-SAP costs (like discarding cards or sacrificing HP) again. Ripple Effect cannot repeat another Ripple Effect.

If a strike was good, it deserves an encore.

Flashback (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod reaches back into the recent past to recover lost resources. Your Demigod chooses 2 cards from their discard pile and adds them to their hand. Your Demigod cannot choose the Demayth Card used to cast this spell.

What was lost is found, before it was ever truly gone.


Conjuration

Magic focused on summoning creatures and objects, or creating magical constructs.

Lightning Strike (Aggressive Action)

Casting: Play when your Demigod makes an attack against an opponent within Perception range (1 SAP).

Effect: Attack for 3 points. If this attack hits, discard 1 random card from the target's hand. (Note: Target shuffles hand face down, caster chooses one to discard).

A bolt from the blue that strikes at the very thoughts of the foe.

Ice Lance (Aggressive Action)

Casting: Play when your Demigod makes an attack against an opponent within Line of Sight (1 SAP).

Effect: Attack for 5 points. If this attack hits, the target gains the Slowed status effect for 3 rotations. (Slowed: Moving 1 space costs 2 MP).

A frozen spear to chill the blood and bind the feet.

Armory (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Target one allied minion your Demigod controls within Perception range. That minion gains +6 temporary AP. This AP lasts until depleted.

Manifesting steel and silver to guard those who serve your Demigod.

Conjured Weapon (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Target one allied minion your Demigod controls within Perception range. That minion gains a +5 bonus to its Battle Card Attack Value. This effect lasts for 4 rotations.

The air itself hardens into a blade of pure arcane force.

Wolves (Utility Action)

Casting: Play during your Demigod's Turn to summon allies in unoccupied spaces within melee range (1 SAP).

Effect: Summon up to 3 Wolf minions in unoccupied spaces within melee range of the caster.

  • Minion: Wolf
  • Class: Fighter | Type: Beast
  • HP: 4 | AP: 0
  • Perk (Pack Tactics): When this minion attacks a target with a Battle Card, it gains +1 Attack Value for each other friendly Wolf that is also within melee range of the same target.

A low growl echoes from the shadows as spectral predators emerge from the void, their eyes glowing with a feral intelligence and a singular devotion to their master.

Fairies (Utility Action)

Casting: Play during your Demigod's Turn to summon an ally in an unoccupied space within melee range (1 SAP).

Effect: Summon 1 Fairy minion in an unoccupied space within melee range of the caster.

  • Minion: Fairy
  • Class: Mage | Type: Fey, Flying
  • HP: 3 | AP: 0
  • Perk (Empower): As a free action (0 SAP), target one allied Demigod within Perception range. That Demigod draws 1 card.

A chime of tiny bells heralds the arrival of a shimmering sprite, a delicate being of light that flits through the air, whispering tactical insights to its allies.


Destruction

Magic focused on wielding raw elemental power and pure arcane force.

Acid Bolt (Aggressive Action)

Casting: Play when your Demigod makes an attack against an opponent within Perception range (1 SAP).

Effect: Attack for 3 points. If this attack successfully hits, your Demigod may choose and destroy one item currently equipped by the target. If the target has no items equipped, your Demigod may instead look at their listed Inventory and choose one item to destroy.

A spray of corrosive energy that melts metal and gear.

Magic Blast (Aggressive Action)

Casting: Play when your Demigod makes an attack against an opponent within Line of Sight range (1 SAP).

Effect: Attack for 5 points. If this attack successfully hits, your Demigod may draw 1 card.

Pure arcane power that renews the caster with every successful hit.

Raining Arrows (Aggressive Action)

Casting: Play when your Demigod is Attacking within Perception range (1 SAP).

Effect: Choose a 2x2 square area of spaces. All characters in the target area receive an attack with an Attack Value of 3. Resolve each attack separately.

  • Range Weapon Attack Bonus: Raining Arrows gains an attack bonus equal to your Demigod’s Ranged Weapon Battle card attack bonus.
  • Loaded Arrows: Your Demigod may spend 1 of their special arrows for each space in the target area (up to 4 total). Each attack made in that space will gain the attack bonus and effect of the chosen arrow type. You can only choose 1 type of arrow when making this attack.

An aerial barrage that darkens the sky and pins down all foes in an area.

Wave of Destruction (Aggressive Action)

Casting: Play when your Demigod makes an attack against all within melee range opponents (1 SAP).

Effect: All characters within melee range of your Demigod receive an attack with an Attack Value of 4 points. Resolve each attack separately.

An outward explosion of force that blasts away all surrounding enemies.

Explosion (Aggressive Action)

Casting: Play when your Demigod makes an attack against an opponent within Perception (1 SAP).

Effect: Make an attack against the target opponent with an Attack Value of 4. If this attack successfully hits, all characters Within Melee range of the original target will also receive an attack with an Attack Value of 2 points. Resolve each attack separately.

A concentrated blast that detonates upon impact, sending shrapnel to all within melee range foes.

Magical Bolt Barrage (Aggressive Action)

Casting: Play when your Demigod makes an attack against an opponent within Perception (1 SAP).

Effect: Make 3 separate attacks against 1 target opponent, each with an Attack Value of 1. Resolve each attack fully (including defense) before making the next.

A rapid succession of arcane projectiles, overwhelming a single target.


Divination

Magic focused on foresight, knowledge, revealing truths, and manipulating probability or fate.

Insight (Aggressive Action)

Casting: Play during your Turn, targeting an opponent within Perception range (1 SAP).

Effect: Your Demigod forces the target opponent to reveal their entire hand to them. Your Demigod then chooses 1 card from their hand and forces them to discard it immediately.

To know an enemy's mind is to already have won the battle.

Premonition (Aggressive Action)

Casting: Play during your Turn, targeting any Demigod within Perception range (1 SAP).

Effect: Name an exact card (e.g., "Battle Card 5/1," "Demayth Card: Chapter 1"). The target opponent reveals the top card of their Demigod's deck.

  • If Your Demigod is correct: The opponent places that card in their discard pile. Your Demigod may then choose to continue this effect, returning to the first step to name another card.
  • If your Demigod is incorrect: The opponent places the revealed card back on top of their Demigod's deck. The spell ends immediately. After resolving the first card, you may choose to immediately repeat this entire process one additional time for the next card on top of their deck. You can only perform the action of this effect twice in a rotation.

I saw your failure before you even drew your breath.

Prediction (Utility Action)

Casting: Play during your Turn (1 SAP). This spell can only be cast once per rotation.

Effect: Name an exact card. Reveal the top card of your Demigod's own deck.

  • If Your Demigod is correct: Your Demigod may immediately play that card for 0 SAP (following its normal timing and targeting rules).
  • If your Demigod is incorrect: Place the revealed card in your Demigod's discard pile. After resolving the first card, you may choose to immediately repeat this entire process one additional time for the next card on top of their deck. You can only perform the action of this effect twice in a rotation.

Destiny is not a matter of chance, but a matter of choice.

Battle Omens (Aggressive Action)

Casting: Play during your Turn (1 SAP).

Effect: Look at the top 5 cards of the target Demigod's deck, and discard 1 card of your Demigod's choice. Place the remaining 4 cards back on top of their deck in any order your Demigod chooses.

The signs are clear; your path leads only to ruin.

Future Foreseen (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Draw 5 cards from your Demigod's deck. Choose 1 of those cards to add to your Demigod's hand. Place the remaining 4 cards back on top of your Demigod's deck in any order your Demigod chooses.

A thousand futures exist; I simply choose the one where I win.

Echoes of the Past (Utility Reaction)

Casting: Play when an effect controlled by your Demigod forces an opponent to discard one or more cards (0 SAP).

Effect: Your Demigod may immediately draw 2 cards. This reaction can only be triggered once per rotation.

Every loss for the enemy is a gain for the wise.


Necromancy

Magic focused on death, undeath, life force manipulation, and curses.

Lifesteal (Aggressive Action)

Casting: Play when your Demigod is making an attack within Melee range (1 SAP).

Effect: Make an attack with an Attack Value of 3. If this attack Hits, your Demigod is healed for HP equal to the amount of actual damage dealt to the target.

Your vitality is such a vibrant, borrowed thing. Let me take it back.

Corpse Explosion (Aggressive Reaction)

Casting: Play when a minion (ally or enemy) is defeated within Perception range (0 SAP).

Effect: The defeated minion's corpse detonates. All characters (allies and enemies) within melee range of the space the minion occupied are attacked with an Attack Value of 4. Resolve each attack separately.

Even in death, they serve as a final, violent lesson.

Unholy Resurrection (Defensive Reaction / Action)

Casting: Play when an allied Demigod or Minion is defeated within Perception range (0 SAP) OR Play during your Turn (1 SAP).

Effect: Return a defeated allied character to the battlefield in the space where they were defeated with 10 HP. If that space is occupied, the spell fails. The resurrected character is now Undead type.

  • If a Demigod: They immediately unequip all items (returned to Inventory) and discard their entire hand.
  • If a Minion: They suffer no additional penalties.
  • Limit: This spell can only successfully resurrect each specific allied character once per battle.

The grave is but a temporary inconvenience for the truly devoted.

Wraithform (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod gains the Incorporeal status effect for 1 rotation.

Steel passes through me like a whisper through the trees.

Skeletal Archers (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Summon up to 3 Skeletal Archer minions in unoccupied spaces Within Melee range of the caster.

  • Minion: Skeletal Archer
  • Class: Archer | Type: Undead
  • HP: 3 | AP: 0
  • Perk (Undead Resilience): This minion is immune to Poison and Disease Ticks.
  • Perk (Enhanced Skeletons): This minion gains a +3 bonus to its Battle Card Attack Value.

Rattled bones and whistles of ancient arrows fill the air.

Zombies (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Summon up to 3 Zombie minions in unoccupied spaces Within Melee range of the caster.

  • Minion: Zombie
  • Class: Fighter | Type: Undead
  • HP: 6 | AP: 0
  • Perk (Undead Resilience): This minion is immune to Poison and Disease Ticks.
  • Perk (Infectious Claws): When this minion hits with a Battle Card attack, the target gains 1 Disease Tick.

A hunger that never ends, and a rot that never stops spreading.


Protection

Magic focused on defending, shielding, warding, and preventing harm to oneself and allies.

Mage Armor (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod gains a charge of Spell Immunity. The next time an Aggressive spell targets your Demigod, one charge is consumed, and the effects of the spell are negated. This effect can stack up to a maximum of 3 charges.

A shimmering coat of invisible mail that deflects the very essence of the arcane.

Magic Buckler (Defensive Reaction)

Casting: Play when your Demigod is Defending (0 SAP).

Effect: Defend for 5 points. If your Demigod has a Shield equipped, add that Shield's Defense Value Bonus to this defense. If your Demigod receives no damage from the attack, your Demigod may draw 1 card.

A snap of the fingers manifests a disc of force just as the blow lands.

Mystical Shield (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: For the next 3 rotations, each time your Demigod is targeted by an attack, they gain 2 temporary AP before that specific attack is resolved. This AP is used for that attack and then dissipates if not fully depleted by it. Stacks up to 1 additional instance (max 4 AP per attack).

The air hardens in response to aggression, creating a reactive barrier.

Powerful Magical Shield (Defensive Reaction)

Casting: Play when your Demigod is Defending (0 SAP).

Effect: Defend for 20 points. Draw 1 card if your Demigod received no damage from the attack.

An absolute wall of light that leaves the attacker reeling and the caster inspired.

Magic Armor (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Choose one: Your Demigod gains 6 temporary AP OR target 1 allied character (Demigod or Minion) within Perception range; that ally gains 6 temporary AP. This temporary AP lasts until depleted by damage.

The spark of protection can be shared with those who stand by your Demigod's side.

Powerful Magic Armor (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod gains 10 temporary AP. This temporary AP lasts until depleted by damage.

Simple, effective, and reliable. The cornerstone of any protector’s art.


Psyche

Magic focused on influencing minds, projecting thoughts, mental attacks, and controlling emotions.

Mind Blast (Aggressive Action)

Casting: Play when your Demigod is making an attack within Perception range (1 SAP).

Effect: Attack for 2 points. Each time this spell deals damage to a specific target, the base Attack Value of Mind Blast increases by +2 against that same target for subsequent castings of this spell by your Demigod (to a maximum total bonus of +8). Reset if target changes.

A mental hammer that strikes the same spot until the psyche shatters.

Mind Control (Aggressive Action)

Casting: Play during your Turn to target an enemy minion within Line of Sight (1 SAP).

Effect: Gain permanent control of the target enemy minion. It is now considered your Demigod's allied minion. It counts towards your Demigod's 3-minion limit. Control is lost if the minion is defeated.

Their will is but a candle in the storm of your divinity.

Dancing Fairies (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Your Demigod gains 3 Illusion Armor charges. The next time your Demigod would take damage from an attack or spell, one charge is consumed, and that instance of damage is prevented. Your Demigod cannot cast this spell again while they have any Illusion Charges remaining.

Tricky lights dance before the eyes, turning lethal blows into empty air.

Taunting (Defensive Reaction)

Casting: Play when an allied character within Perception range is targeted by an attack (0 SAP).

Effect: Your Demigod Taunts the target opponent, if your Demigod defends and receives no damage from the opponent, then your Demigod may draw 2 cards. Your Demigod can only cast this spell if the attacking enemy is within range to legally target them with their attack.

Look at your Demigod, you coward! Their real challenge stands before you.

Inspire (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Target up to 2 allied characters within Perception range; those allies may immediately move up to 8 spaces. Additionally, all allied Demigods within Perception range (including your Demigod) immediately draw up to 2 cards each.

A single word of power can move an army and restore the spirit.

Limit Breaker (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: For the next 3 rotations, your Demigod's Battle Card attacks gain +4 Attack Value. However, each time your Demigod makes a Battle Card attack while this effect is active, they receive 2 damage.

Push beyond the limits of flesh and bone, even if it tears your Demigod apart.


Reprisal

Magic focused on countering, dispelling, negating, and punishing the use of magic and abilities by opponents.

Silence (Aggressive Action)

Casting: Play when your Demigod is targeting an opponent Demigod within Line of Sight range (1 SAP).

Effect: Choose one School of Magic. For the next 3 rotations, the target Demigod cannot cast spells from the chosen School of Magic.

Words are the keys to the arcane; I have simply changed the locks.

Suppress Magic (Aggressive Action)

Casting: Play when your Demigod is targeting an opponent Demigod within Line of Sight range (1 SAP).

Effect: Choose one chapter (1, 2, or 3) from the target Demigod's spellbook. For the next 3 rotations, the target Demigod cannot cast spells using Demayth Cards corresponding to the chosen chapter.

A master knows that power is not a flood, but a series of streams. Block one, and the garden withers.

Counter Spell (Defensive Reaction)

Casting: Play when an opponent Demigod within Perception range casts a spell (0 SAP).

Effect: Negate the effects of the triggering spell. The opponent's Demayth card they played for the spell is discarded, and any SAP spent is lost.

Your spark is bright, but my will is a shadow that swallows it whole.

Spell Rebound (Defensive Reaction)

Casting: Play when an opponent Demigod within Perception range targets your Demigod with an Aggressive spell (0 SAP).

Effect: The triggering spell is reflected. It now targets the original caster and resolves as if the caster had targeted themselves. The original caster must pay all costs and suffer all effects of their own spell.

Never cast a stone at a mirror unless your Demigod is prepared to be hit by it.

Magic Release (Defensive Action)

Casting: Play during your Turn, even while your Demigod is under any status effect (1 SAP).

Effect: Immediately remove all active magical spell effects and status effects from your Demigod. This includes all positive and negative effects.

I am the master of my own form. No external power shall claim it.

Remove Curse (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Target 1 allied character within Perception range. Choose one negative magical spell effect currently affecting the target; that effect is immediately removed.

The darkness is a web; I am the blade that cuts it away.


Restoration

Magic focused on healing wounds, mending objects, curing ailments, and restoring life.

Healing Spell (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Choose one target and apply the corresponding healing:

  • Self: Your Demigod is healed for 5 HP.
  • within melee range Ally: Target 1 allied character within melee range. The target is healed for 5 HP.
  • Distant Ally: Target 1 allied character within Perception range. The target is healed for 3 HP.

The spark does not just destroy; it knits the flesh and calms the soul.

Mending Spell (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Choose one destroyed item from your Demigod's Inventory. That item is fully repaired and restored to its unequipped state.

Time flows backward for the broken blade.

Resurrection (Defensive Action)

Casting: Play when your Demigod is within melee range of the space where an ally was defeated (1 SAP).

Effect: Target 1 defeated allied character whose previous space is within melee range of your Demigod. Return that character to the battlefield with their full starting HP.

  • If a Demigod: They lose all equipped items and all active magical spell effects.
  • If a Minion: They lose all active magical spell effects to them.
  • Limit: This spell can only successfully resurrect each specific allied character once per battle.

Death is a door. I am the one with the key.

Cure (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Target your Demigod or 1 allied character within Perception range. Choose one:

  • Reset the target's Poison Ticks to 0 and remove the Poisoned status effect.
  • Reset the target's Disease Ticks to 0 and remove the Diseased status effect. Bonus: Count the number of Ticks removed by this effect. Your Demigod draws 1 card for each Tick removed.

Purge the rot, and find strength in the cleansing.

Mending Word (Defensive Action)

Casting: Play during your Turn (1 SAP).

Effect: Target 1 allied Demigod within Perception range. Choose one destroyed item from that ally's Inventory; that item is fully repaired. Your Demigod then draws 1 card.

A whisper across the field to mend the shield of a friend.

Aura of Healing (Defensive Action)

Casting: Play during your Demigod's Turn (1 SAP).

Effect: First, count the number of allied characters in spaces within melee range of your Demigod. The healing amount for this spell is 3 HP, plus +1 HP for each of those within melee range allies. Your Demigod and all allied characters within melee range are each healed for this total amount.

When we stand together, the light of the spark is at its brightest.


Witchcraft

Magic focused on curses, hexes, dark bargains, summoning otherworldly beings, and manipulating fortune.

Curse: Ruin (Aggressive Action)

Casting: Play when your Demigod is targeting an opponent Demigod within Perception range (1 SAP).

Effect: The target Demigod must immediately choose and discard 2 cards from their hand.

Your thoughts are a castle; watch as I pull the stones from the foundation.

Curse: Synthera's Kiss (Aggressive Action)

Casting: Play when your Demigod is targeting an opponent Demigod within Line of Sight range (1 SAP).

Effect: The target Demigod must discard their entire hand. Cooldown: After this spell is cast, your Demigod cannot cast Curse: Synthera's Kiss again for the next 10 rotations.

A fleeting touch, a sweet promise, and then... nothing remains.

Curse: Synthera's Embrace (Aggressive Action)

Casting: Play when your Demigod is targeting an opponent Demigod within Line of Sight range (1 SAP).

Effect: The target Demigod is cursed. They gain the Vulnerable status effect against the next attack that successfully hits them; the Attack Value of that next attack is doubled when resolving against them. This curse is then removed when the damage is dealt.

The darkness holds their target tight, making every subsequent blow feel like the weight of a world.

Hex: No One Escapes Death (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Summon 1 Hex Totem in an unoccupied space within melee range of the caster.

  • Minion: Hex Totem
  • Class: Totem | Type: Construct
  • HP: 3 | AP: 0
  • Perk (No One Escapes Death): As a passive effect, while this Totem is on the battlefield, all opponents within Perception range cannot be healed or gain HP from any source.

The earth drinks deeply of their life, but it shall offer none back.

Angel of the 3 Sisters (Champion) (Utility Action)

Casting: Play during your Demigod's Turn to summon a within melee range Champion minion (1 SAP).

Effect: Summon 1 Angel of the 3 Sisters in an unoccupied space within melee range of the caster.

  • Minion: Angel of the 3 Sisters
  • Class: Mage | Type: Celestial, Champion, Flying
  • HP: 20 | AP: 0
  • Perk (Angelic Strike): As a passive effect, when this minion attacks a Demon or Undead-type target with a Battle Card, double the Attack Value of the Battle Card used.

They do not ask for repentance; they only bring the end.

Red Goliath (Champion) (Utility Action)

Casting: Play during your Turn (1 SAP).

Effect: Summon 1 Red Goliath in an unoccupied space within melee range of the caster.

  • Minion: Red Goliath
  • Class: Fighter | Type: Demon, Champion
  • HP: 25 | AP: 0
  • Perk (Demonic Power): As a passive effect, this minion gains +5 Attack Value when making Battle Card attacks and +3 Defense Value when defending with Battle Cards.

The abyss does not just stare back—it steps onto the field.