Spell

A card in a spellbook, printed with a spell that can be cast by sorcerers wielding spellbooks. The sorcerer that casts a spell is that spell’s caster. Spells give warriors a customizable catalog of additional abilities. Each spell has a page count, a browse cost, possible faction requirements, and spell text describing the spell’s effect. Some spells also have spell elements (which are like item tokens) that signify the spells’ targets or areas of effect. Spells are represented by styrene cards.

Some spells have alternative page counts (printed after the **OR** symbol) called affinity page counts. If a sorcerer’s faction or subfaction symbol matches the symbol associated with the affinity page count, the affinity page count is used when determining how many pages the spell takes up in that sorcerer’s spellbook. The top spell on the stack is called the bookmarked spell.

## Rule of Spells

Similar to special abilities text, when a spell’s text contradicts the rules, the spell text takes precedence.

## Casting Spells

Only a face-up bookmarked spell containing its spell element can be cast. Most spells require an action to be cast, and they use the wielder’s combat values, as appropriate. When casting a spell, make all opponents aware of the spell text. Resolve it in the following order:

1. Choose targets and make any choices, as appropriate.
2. Place the spell element or card on the battlefield, as appropriate.
3. Execute the spell text.
4. Put the spell face up on the bottom of the spellbook stack, if appropriate
5. Choose a new bookmarked spell.

When a spell ends, its effect ends. Put its spell element (if any) back into its spell card and put the card face up on the bottom of the caster’s stack. A spell may be modal, allowing it to have one of multiple effects. A modal spell says “Choose one” before its choices are presented. A spell’s mode must be chosen when it is cast, and it resolves with the chosen mode. Some spells are not actually cast in the game. Rather, they have effects that come into play simply by being in a sorcerer’s spellbook. Such spells say “Do not cast . . .”. Follow their spell text just like you would any other spell.

Some powerful spells indicate that you must put them face down on the top of the stack instead of putting them face up on the bottom of the stack. A face-down spell cannot be cast.

## Browsing

Changing one bookmarked spell for another is called browsing. In this way, a controller can choose which spell his or her sorcerer has available to cast. You may browse only on your turn. To browse, pay a spell’s browse cost; costs are described in the “Browse Costs” sub-paragraph. There are two ways to browse:

1. Pay a face-up bookmarked spell’s browse cost and then choose any face-up spell in the stack to be the bookmarked spell.
2. Pay a face-down bookmarked spell’s browse cost. Turn that spell face up and then choose any face-up spell in the stack to be the bookmarked spell.

### Browse Costs

1. At the beginning of your end phase, browse. No action is required.
2. If the sorcerer has one or two action tokens, remove one. Give the sorcerer a special action to browse.
3. Give the sorcerer a special action to browse.

For example: Ben’s bookmarked spell is not the spell he wants to use. Ben chooses to browse the spell so that he can bookmark a more useful spell. The browse cost is 2. Ben’s sorcerer has no action tokens, so he foregoes removing an action token from his sorcerer and gives the sorcerer a special action to browse. He selects a new spell and places it on the top of the spellbook stack. Ben completes the action by giving the sorcerer an action token.

## Spell Types

There are four main spell types. A spell’s type is printed on the spell card beneath its name.

### Sorceries

Spells of this type create an enormous variety of immediate effects. Some are accessible and mundane, while others are rare and mighty. Sorceries that require a ranged combat action cannot be cast when the caster is in base contact with an opposing warrior. When a sorcery is cast, follow the sorcery’s spell text.

**Casting sorceries:** Give the sorcerer a ranged combat action to cast a sorcery. A sorcery’s spell text will indicate if a different type of action is required. Sorceries do not have spell elements.

### Enchantments

Spells of this type allow a sorcerer to enchant a single target figure, imbuing it with an effect. As part of resolving an enchantment, remove the spell element from its spell card and hang the element on the target. Put the spell card in play face up next to the battlefield and follow the spell text. The target is enchanted (affected) by the spell per the spell’s text. The spell ends as indicated by its spell text or when its target is eliminated or removed from the game.

**Casting enchantments:** Give the sorcerer a special action to cast an enchantment. An enchantment’s spell text will indicate if a different type of action is required.

### Glyphs

Spells of this type are centered on a point on the battlefield and may create any number of effects. As part of resolving a glyph, remove its spell element from its spell card and place the element face up on the battlefield in base contact with the caster. Put the spell card in play face up next to the battlefield and follow the spell text. A glyph ends at the beginning of any end phase in which the caster is not in base contact with the glyph, or as indicated by its spell text.

Glyph spell elements cannot be placed in base contact with each other. Glyph spell elements do not prevent base contact with objective tokens or terrain features.

**Casting glyphs:** Give the sorcerer a special action to cast a glyph. A glyph’s spell text will indicate if a different type of action is required.

### Illusions

Spells of this type alter the battlefield like domains, but for a limited time. Illusions may cancel or be canceled by domains in play. As part of resolving an illusion, remove it from the spellbook and put it in play face up next to the battlefield. The spell ends as indicated by its spell text; when it ends, remove it from the game.

**Casting illusions:** Give the sorcerer a special action to cast an illusion.

1. ↑ 1.0 1.1 1.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf