Magic

## Grimoire, hand & memories

Each player has their own Grimoire, which is placed face-down to the left of their Mage Sheet. Available Spells are drawn from the Grimoire (along with new Spells which are drawn from the Library, see below) and placed in the Mage’s Hand (a Mage’s Hand size limit is shown on their Mage Card). Whenever a Spell is to be discarded (from the Mage Sheet or Hand) it is placed face-up in the owner's Memories, and forms a discard pile to the right of their Mage Sheet. Whenever a Mage is to draw a card while their Grimoire is empty, that Mage first shuffles their Memories back into the Grimoire.

## Spell Cards

There are three types of Spell Cards: School Spell Cards, Personal Spell Cards and Forgotten Spell Cards.

### School Spell Cards

Each School of Magic is a deck composed of 36 School Spell Cards (12 different Spells Cards, 3 copies each). Six such decks form the Library.

#### Spell Types

The leftmost icon under a Spell Card's name indicates its Type:

##### Combat

These Spells deal Damage to other Mages and to their Evocations.

##### Contingency

These Spells have peculiar and unique Effects.

##### Protection

Spells that, once cast, are Active and may be triggered to aid the Mage when they are targeted by an enemy Effect.
When a Mage casts a **Protection**, they must not reveal it. Instead, they place a **Protection Token** on the back of the card. The **Protection Spell** is now considered **Active**. Each **Protection Effect** specifies the **Trigger Condition** to be met in order to apply the **Spell Effect** (for example, the Active Protection Spell's owner is defeated). When the Trigger Condition occurs (and only then), the Protection owner may choose to reveal and resolve the Protection Effect. Once Revealed, Spells are not considered Active anymore.

##### Trap

Spells that, once cast, are Active and may be triggered when the conditions of the Spell are met.

When a Mage casts a **Trap**, they must not reveal it. Instead, they place a **Trap Token** on the back of the card. The **Trap Spell** is now considered **Active**. Each **Trap Effect** specifies the **Trigger Condition** to be met in order to apply the **Spell Effect** (for example, a Model entering a specific Room or performing a particular Action). When the Trigger Condition occurs (and only then) the Trap owner may choose to reveal and resolve the Trap Effect. Once Revealed, Spells are not considered Active anymore.

### Personal Spell Cards

Each Mage has three copies of their Personal Spell Card. The Illustration shows the Mage they are associated to. A Mage adds one Personal Spell Card to their Grimoire at the beginning of the game, and an additional one to their Hand each time the Moon Phase changes.

### Forgotten Spell Cards

Forgotten Spells are particularly powerful spells from ancient times. These Spells Cards have a unique graphic that distinguishes them and can be drawn exclusively by Effects like the Black Rose Room's. The Forgotten Spells Deck is not a School of Magic and its cards can never be added to a player's Hand during the Study Phase.

## Spell Card Iconography

### Spell Types

Combat SpellContingency SpellProtection SpellTrap Spell