Ars Magica "Cardless" Card Game:
A Proposed Design

All creative content having to do with the role playing game "Ars Magica" belongs to and is controlled by Atlas Games; see www.atlas-games.com.

The Layout

This is the third revision of what was originally a collectible card game. It has been modified to do away with drawable cards; instead, blank index cards are used on the fly, and actions are moderated by a "playing track" and dice rolls. Requisites are:

From this point on, a "card" is an index card marked for use in play. To jump to the card definitions, click here.

The Basic Rules

In the Beginning...

This is a game to be played by two to four people. Tokens representing the players are placed on the Begin square in the Season Track, and a token is placed on the Spring season in the Year Track. Each player begins with a card representing a starting mage with five Arts learned; two Villagers cards, one Grogs card, four gold (counters) and four pawns vis (counters). At the beginning of each game, a default starting player must be chosen, by rolling dice, drawing lots, or by another random method.

All players begin the game belonging to different covenants, or households, that contain various mages, grogs, companions and other resources. Although players are trying to win the game for themselves, alliances may arise and fall during the course of play.

Each game round consists of players moving their tokens to the right along the Season Track. There is no restriction how far to the right the player may move, but: it must be at least one square; the first move a player makes in a given season must be no further than the Events square; if any player moves to the End Season square, all other players must go there immediately on the same turn.

During each game round players will have the chance to create and play cards, to use card effects, to cast spells, etc. At the end of each season there is a Reckoning Phase, during which the resources of each player's covenant are tallied and applied to see if they can support the current cards in play. At the end of Winter's Reckoning, a Yearly Reckoning translates any surplus into game points applied toward the player's score. When one or more players reach or exceed twenty-five game points, the player with the highest score wins.

There is one discard pile (face down) which contains all cards created and discarded during the current game.

On the first turn, each player places his starting mage (with preselected Arts) on the table in front of him, face up. He also pools his gold and vis in two piles; the Grogs and Villagers cards are placed face up in his area, representing the resources of his covenant. The default starting player then begins the game by moving his token to the right along the Season Track, followed by the other players in clockwise order.

Phases

Each season is broken down into a number of phase cycles, which are repeated until one player moves to the End square. Each phase must be completed before the next phase may begin. These are:

When all tokens have been brought to the End square, there is a Reckoning Phase. After this, the Year Track marker is advanced one to the right. If the marker is on a new season, all the player tokens are brought back to the Begin square.

The Move Phase

Each player, unless otherwise restricted, moves his marker to the right on the Season Track. If this is his first move in the current season, he may not go beyond the Events square. If the Events square is already occupied, he may not move there. As soon as one player has moved to the End square, all other tokens join it, and the Reckoning Phase begins.

No card effects or spells may be used unless the text specifies the Move Phase.

The Create/Play Resource Cards Phase

Each player, beginning with the starting player and rotating clockwise, may attempt to gain a Resource card. (If a player is on the Events square, he skips this action.) No card actions or spells may be used unless the text specifies the Create/Play Resource Cards Phase.

The Events Phase

This only occurs after the first four seasons.

If there is no Event currently on hold and if there is a player token on the Events square, that player gains an Events card. For Global Events, if the current season is appropriate, he must play it; else he discards it. For Directed Events, he may play it, discard it, or "hold" it until a later season. To hold a Directed Event, he places the card face up and rotated in the common area and announces the season for the card, if there is a choice. He need not determine the target at this time. The held season may not be the same as the current season.

During the matching season's first Events Phase, held Events are unrotated in the order they were generated and take effect immediately, under the control of the player(s) who generated them, regardless of who (if anyone) occupies the Events square that round. If an Event cannot be played legally, or if its controller decides he doesn't want to play it, it is discarded.

The Main Phase

Beginning with the starting player and rotating clockwise, each player has the opportunity to take one action; these actions may be (but are not limited to):

All actions in this phase are considered simultaneous, and no effects are considered fully executed until the end of the phase, so that each player has a chance to counter the actions of another. A player may opt to pass at any time instead of taking an action—the other players may continue to take actions until all players have completed whatever actions they wished to perform.

The Resolve Certamen Phase

Beginning with the starting player and rotating clockwise, if that player has any mages involved in Certamen challenges, he resolves them in whatever order he chooses. No card actions or spells may be used unless the text specifies the Resolve Certamen Phase.

The Reckoning Phase

During this phase, beginning with the starting player and rotating clockwise, each player tallies his provision points, gold and vis resources and applies them to any or all resources that require support; any cards that do not receive their required support by the end of this phase are discarded. Support is not mandatory; one may choose to "starve" certain cards in order to realize a surplus.

At the end of every Reckoning (except Winter), provision points are cleared. The token on Yearly Track is advanced one season to the right.

At the end of Winter's Reckoning comes the Yearly Reckoning: any surplus resource points from Winter are applied to a player's cumulative score in this way: add 1 game point for every 4 provision points (rounded down), every 2 gold (rounded down), and each pawn of vis. If any player reaches or exceeds 25 points at the end of Yearly Reckoning, the highest current score wins. Otherwise, provision points are cleared and a new starting player for the next four seasons is defined as the player with the lowest current score.

The Fine Points

Game Entities
Cards and their by-products are categorized by substance, the term animate or (by default) inanimate (the former is synonymous with "being", the latter with either "item" or "structure"), and by other qualifiers, such as Might. Clarifications on how to apply these terms and how to properly target effects follow in this section.

Arts and Mages
Each mage has the ability to learn any or all of the fifteen Arts. Starting mages have five Arts preselected by a player. Each Art learned grants the mage card the ability to use that specific Art. There is no cumulative benefit; it is illegal to learn a given type of Art more than once. Starting mages may have their first two spells assigned to them as soon as they create them (no Book or Lab Study required) if at least one of each spell's Arts match theirs. Spell strength is determined by amount of vis expended at the time of casting, minus any resistance it encounters. New Arts may be learned during a game via Book Study, Lab Study, and other specialized means.

You can attach a Book card to a mage without assigning an Art or Spell right away, but that mage is blocked from any other Book Study.

Restrictions on Resource Cards
A basic (unenhanced) covenant may have at most 4 Villagers cards in play.

A basic (unenhanced) covenant may have at most 4 Livestock cards in play.

A covenant may not have more than one Town card in play at any given time.

An "untargetable structure" may not be targeted or affected by generic spells or effects; a spell or effect must explicitly name the resource in order to target it.

Remember provision points are not permanent; any provisions generated during a season are lost at the end of that season.

A given Resource may be active or inactive. A Resource is active if its card is oriented in an upright fashion, as it would be in normal play. A Resource is inactive if its card is rotated 90 degrees. Unless otherwise specified, this prevents the card from being used in play, but it still consumes resources at Reckoning and may be the target of spells, effects and damage. A player may not rotate or unrotate a Resource unless directed by an effect or rule.

A covenant may have at most 2 Vis Sources and/or Mines in play per Grogs card in play. (These holdings have to be guarded and tended.) If at any point the number of active Grogs drops below the required number, the player must immediately discard the unsupported resources.

No particular Mage or Companion card may be duplicated while in play. In other words, if Player A creates/plays Sempiris, no player may generate another Sempiris (the roll results in no card) until the first one is discarded. Some spells create "duplicates," but these are dummy beings, not the same card.

A specific being may have at most one of a particular (Enchanted or Mundane) Item attached to it. For example, a card may have at most one each Mundane Weapon, Shield and Armor card attached. Enchanted items require a payment of 1 vis per year unless the item was assigned as a talisman.

Restrictions on Event Cards
Global Events affect all covenants and mages; Directed Events require the player of the card to choose a target. The same target may not be chosen more than once for the same type of Directed Event per game, except for Quaesitor Investigation. No more than two Directed Events directed toward a particular target may be in effect at the same time. Global effects, like drought, famine and plague, are not increased by spells that also generate similar effects. A famine is a famine, etc.

Familiars
Each Mage may have one Familiar; that Familiar is discarded if the Mage is discarded. Any Arts listed on the Familiar card may be used by the Mage as long as the Familiar remains in play.

Spells
Except where otherwise noted, new spells are acquired via Book Study (Grimoire) or Lab Study.

Regular spells have instantaneous effect, or remain in effect for the rest of the current season. Ritual spells have a duration greater than one season. A regular spell may only be cast by a particular mage once per season. A ritual spell, if cast again by anyone using the same target while the original is still in effect, has no result.

Spells that specify a year or multiple season duration begin counting seasons at the time they are played; unless specified otherwise, the effect ends at the beginning of the same phase in which the card was played. Thus, a spell with a year duration played in the Main Phase of Spring counts that Spring as its first season and ends at the beginning of the Main Phase of the next Spring.

Spells that counter other spells or effects directly may be played in the same phase as the target.

In order to "learn" a spell, a Mage must have learned at least one of the Arts listed in the spell. In order to cast (use) a spell, a Mage must possess all the Arts listed in the spell, and must expend the correct amount of vis cited in the spell text. No Mage may have the same spell attached to him twice.

Calculating Spell Strength
Spells must overcome the Magical Resistance of a covenant and/or their target. If a rival covenant has an Aegis of the Hearth or similar spell in effect providing 1 point resistance, and the target is that covenant or lies within that covenant, then the amount of vis originally supplied to the spell is first reduced by 1 pawn. If the target has its own Magical Resistance rating, then the spell is further reduced by that value. (Targets in one's own covenant do not require Magical Resistance reduction either for Aegis type effects or the target's own Magical Resistance.) The amount of vis remaining after these reductions is known as the spell strength and must be sufficient for the minimum requirements of the spell, else the spell fails.

Multiple targets are calculated independently; therefore, the maximum Magical Resistance determines the spell strength for reaching all targets.

The caster may boost the amount of vis a spell receives beyond the spell's maximum to overcome Magical Resistance; any excess vis remaining when the spell reaches the target is expended but has no effect.

Inter-covenant Relations
You may notice that Mage cards do not start out with any harmful spells. This is because the Order of Hermes forbids violent interactions between mages and covenants. This does not mean such incidents do not take place. There is a consequence: If one mage perpetrates an act of aggression on another, the attacking mage becomes liable to receive a Quaesitor Investigation, not a pleasant prospect.

What constitutes an act of aggression against another covenant? Casting any spell targeting that covenant or anything contained within it, whether beneficial or harmful, or the consequences of an event or effect that caused damage to be delivered from one covenant's resource to another's. Thus, even if one covenant tries (via spells) to heal or support another covenant, the helpful covenant becomes liable for a Quaesitor Investigation. A mage targeting another within his own covenant is liable if the spell was harmful (inflicted damage). And if Season of Chaos is played and two covenants' grogs exchange damage, then both covenants are liable.

Certamen does not count as an act of aggression.

A covenant subject to an Investigation is marked; while there are marked covenants, a "Quaesitor Investigation" Event card is automatically created during any Events Phase when the Event square is occupied, unless there is an Investigation already in progress. The player on the Event square decides where to apply the Investigation and the target covenant is unmarked.

Targeting and Timing
Almost all spells and most effects have a target. This may be a being or item of a particular substance, a mage, a covenant, a player or discards. Note that players and discards reside outside of any covenant, so no Aegis rules apply. Similarly, any "independent resource" lies beyond all covenants. Any spell target that cannot be defined as wholly inside a covenant does not deduct for Aegis type resistance effects. If there are multiple targets inside and outside another covenant, apply resistance rules independently.

Spells take effect immediately, but can be countered at any time within the same phase. If this happens after some consequence of the spell, those consequences must also be reversed. In general one should delay resolution of mechanics as late as possible in the phase to avoid unnecessary recalculations. For example, if a spell is cast that increases a being's Mundane Might, any mundane battle should be delayed until all players agree that the spell can fully take effect—otherwise the damage from such a battle may have to be redistributed if the spell is countered.

Changing the nature of the target after a spell has been cast has no effect. For instance, if a mage damages a being of animate Co and subsequently another mage changes the substance of that target to Te, the original damage remains. A player may anticipate such a spell and may change the target's substance to prevent the spell from being cast, as long as he does so on a preceding turn.

A mage may cast a spell on itself if 1) the spell explicitly says so; or: 2) it meets the targeting qualifications; and: 3) the spell does not result in any increase of its abilities. Thus a mage can turn itself into stone or levitate itself with air, but it cannot increase its own Certamen or Magical Resistance ratings.

Some Directed Events require certain preconditions. If the preconditions are negated by a subsequent action in the same Phase, the Directed Event is countered and discarded.

Some Events say "at the beginning of the Main Phase"—this means before any other actions are taken by the players. Other Events say "at the end of the Main Phase"—this means when all players are currently satisfied with the actions so far taken; it does not prohibit the players from taking more actions after the Event's effects have completed. In addition, if a season contains two or more Main Phases due to the number of moves made, the text applies only to the first Main Phase following the playing of the Event in each season.

Destroying Things
If a mundane being (animate substance) takes any amount of damage, that being becomes inactive (is rotated 90 degrees). It still consumes resources, may be the target of spells and effects, and may be healed, but its own effects and powers may not be used. Once a mundane being is fully healed (all damage is removed), it is unrotated and becomes active again. At the end of Winter Reckoning, any inactive mundane beings are discarded. This comes after any passive healing and rotation of cards with damage.

Nonliving things come in two dimensions: Structures (Improvement and Town cards) and Items (everything else). An "untargetable structure" cannot be targeted by a generic spell or effect, it must be explicitly listed as a valid target. Structures (animated or not) must take 5 damage to be destroyed—the points are cumulative, and cannot be removed except via "repair." Items are discarded at the end of any season when they sustained damage (unless they are immediately repaired). Damaged weapons and armor reduce the damage they produce (or protect against) by one point per damage they received.

Beings with Might ratings other than mundane remain active after taking damage until that damage equals their Might rating. Mundane beings of unusual size may have the Structure attribute, in which case they may take up to 5 damage; non-mundane structures still use their Might rating.

Passive Healing
At the end of any season (after Reckoning) in which a mundane being has spent the entire season in an inactive state, and during which time no new damage was applied, one point of damage may be removed from that being.

Fighting Things
Cards that can get involved in regular combat have a Mundane Might rating (which can be zero). Any card with Faerie Might, Demon Might, or Magical Might can only be fought with spells or cards with a matching Might type.

When active beings with the same Might clash in battle, each side adds up its Might points; the other side must distribute damage among its forces equal to that total, up to a maximum of each being's Might total. After all maximums have been assigned on one side, surplus damage may be assigned.

Inactive beings may not inflict damage in battle, but they may be assigned damage from battle.

You cannot hold cards back from mundane battle if they possess Mundane Might, nor can you risk cards without Mundane Might (they simply won't fight). The total of all such (active) cards on one side is always applied to the other, and all cards with the Mundane Might attribute are subject to damage.

Certamen
Certamen is a magical duel between two mages. These duels are non-lethal and are fully supported by the Order of Hermes. During the Main Phase, a player may issue a single Certamen Challenge on behalf of any active mage he controls in play directed toward any opponent's active mage who is not yet involved in a challenge. Once a mage belonging to a player has been challenged, no other mage belonging to the same player may be challenged during the same season. The challenging player may not issue another challenge to the same player until a full season has passed. The challenged player can counterchallenge (if it can do so legally), but the second challenge must involve two mages not currently participating in a challenge.

Certamen challenges are resolved in the Resolve Certamen Phase. Challenges are resolved in player order, challenge by challenge. If one of the mages is currently inactive or unavailable, the active mage wins by default. If both mages are inactive or unavailable, the Certamen challenge is cancelled. Otherwise, the challenged covenant may decide to forfeit the match and pay the penalty. If not, the challenging player picks the Technique the Certamen will use, and the challenged player picks the Form.

The two sides then add up their Certamen scores, consisting of whatever Certamen rating the mage has, plus one point per Art used in this challenge that the mage possesses, plus one point per pawn vis expended. If the amounts are equal, neither side wins. Otherwise, the winnings are determined, in this order of preference:

Tribute
Tribute may be owed to a covenant or a noble. Tribute is collected during Yearly Reckoning. For every point of tribute owed, 1 game point is subtracted from the owing party's surplus before being added to the player's score; if there are no game points due to surplus, 1 game point is subtracted from the player's existing score. If the tribute is owed to another covenant, these game points are applied to the opposing player's score.

Creating Cards
Cards are generated on the fly as needed. When a player's token occupies a Resource square (Property, Improvement, Personnel, Item or Magic) he follows the instructions for that card type during the Create/Play Resource Cards Phase. If the player is on the Event square, and it is the Events Phase, and conditions are right to create an Event card, he follows a similar process.

Resources that cannot be paid for or properly assigned are discarded; this means the card is created, but then it is immediately (at the end of the phase) placed in the discard pile. This is important for effects that search discards.

Similarly, events that are discarded are created first.

Multiple copies of unique cards are not duplicated; if a previously played card is discarded, it may be fetched from the discard pile.

If a player generates a resource he does not want, he may create the card and discard it.

Improvements are linked to seasons; if a card is created "off-season", it is paid for but remains inactive (undergoes construction) until the beginning of first qualifying season's Move Phase. The structure may still be damaged by effects.

The generators for each card type are:

If, at the end of the Create/Play Resource Cards Phase, a new Resource cannot be paid, assigned or otherwise maintained, it is discarded.

Playing "saga style": After the first game, save all covenants' cards (clearing damage) and discards. Begin the next game with these Resources.

A note about board design: the Year Track consists of 5 squares (Spring, Summer Autumn, Winter and Yearly Reckoning); the Season Track has the Begin, Property, Improvement, Personnel, Item, Magic, Property, Improvement, Personnel, Event and End squares, in that order—the redundancy is intentional.

Card Definitions

Starting Mage Cards
Each player creates one at the beginning of the game. The players should choose names for these as well as for their covenant. Starting mages have the default characteristics of

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
"This card consumes 1 provision point per season."

To assign Arts randomly to a starting mage, roll a 6-sided die two times (rerolling on 6 or duplicates) and index into the list of Techniques. Roll a 20-sided die three times (rerolling on duplicates), divide by two, rounded up, and index into the list of Forms.

Resource Cards: Property

Villagers

Substance: Animate Co
"This card generates 2 provision points per season."

Town

Substance: He
Structure
"Upon playing this card, you must pay 3 gold to obtain a Charter
and discard 4 Villager cards. Your covenant must have at least one
Improvement (Expansion) card in play in order to play this card.
This card generates 10 provision points per season. While this card
is in play you may convert your own covenant's resources as if
Market Fair were in play."

Livestock {Sheep, Pigs, Cattle, Chickens}

Substance: Animate An
"This card generates 1 provision point per season."

Equinox Vis Source (Spring/Autumn)

Substance: Vi
Untargetable Structure
"This card generates 1 pawn vis per Spring and Autumn."

Solstice Vis Source (Summer/Winter)

Substance: Vi
Untargetable Structure
"This card generates 1 pawn vis per Summer and Winter."

Mine

Substance: Te
Untargetable Structure
"This card generates 1 gold per season."

Resource Cards: Improvements

Improve Covenant (Expansion/Major)

Substance: Te
Structure
"Inactivate this card until Spring.
You must pay 2 gold in order to play this card.
While this card is in play, your covenant can support an
additional 4 Villagers cards."

Improve Covenant (Expansion/Minor)

Substance: He
Structure
"Inactivate this card until Spring, Summer or Autumn.
You must pay 1 gold in order to play this card.
While this card is in play, your covenant can support an
additional 2 Villagers cards."

Improve Covenant (Repair)

Substance: None
"Play and activate this card in any season.
While this card is in play, for every 1 gold you pay, you may
remove 1 point of damage from any Structure the covenant owns. At
the beginning of the first season where no Structure has any
remaining damage, discard this card."

Improve Covenant (Watchtower)

Substance: Te
Structure
"Inactivate this card until Spring or Summer.
You must pay 1 gold in order to play this card.
While this card is in play, one of your Grogs increases its
Mundane Might by 1."

Improve Covenant (Library)

Substance: Te
Structure
"Inactivate this card until Spring or Summer.
You must pay 3 gold in order to play this card.  
While this card is in play, you may create and attach to it one
Book of your choice per season during the Create/Play Resource Cards
Phase without being on the Magic square; this does not count as
playing a card during your turn. At most four Books may be attached
to one Library at any given time. During any Main Phase you may move
any number of these Books to mages that are not currently studying."

Improve Covenant (Scriptorium)

Substance: Te
Structure
"Inactivate this card until Spring or Summer.
You must pay 3 gold in order to play this card.
While this card is in play, you may attach to it one Book from the
discard pile per season during the Create/Play Resources Cards Phase; 
this does not count as playing a card during your turn. At most four 
Books may be attached to one Scriptorium card at any given time.
During any Main Phase you may move any number of these Books to
mages that are not currently studying. This structure qualifies as
a Library for directed effects and attacks."

Improve Covenant (Labs)

Substance: Te
Structure
"Inactivate this card until Spring.
You must pay 3 gold in order to play this card.
While this card is in play, you may create and attach to it either
one Art card or one Spell card per season during the Create/Play
Resource Cards Phase without being on the Magic square; this does
not count as playing a card during your turn. At most four cards
may be attached to one Labs card at any given time. During any Main
Phase you may move any number of these cards to mages that are not
currently studying."

Improve Covenant (Deep Well)

Substance: Aq
Structure
"Inactivate this card until Spring, Summer or Autumn.
You must pay 1 gold in order to play this card.
While this card is in play, you may ignore the effects of any
drought."

Improve Covenant (Barn)

Substance: He
Structure
"Inactivate this card until Spring, Summer or Autumn.
You must pay 1 gold in order to play this card.
While this card is in play, you may create and attach to it one
Livestock card per season during the Create/Play Resource Cards
Phase without being on the Property square; this does not count
as playing a card during your turn. At most five Livestock may be
attached to one Barn at any given time. Livestock attached to Barn
may exceed the normal Livestock limit."

Improve Covenant (Treasury)

Substance: Te
Structure
"Inactivate this card until Spring or Summer.
You must pay 2 gold in order to play this card.
While this card is in play, you may move any or all of your gold
counters to it during your Main Phase. At most 10 gold may be
attached to one Treasury at any given time. Bandits and Thieves may
not take gold protected by a Treasury."

Resource Cards: Personnel

Grogs

Substance: Animate Co
Mundane Might: 2
"This card consumes 2 provision points per season."

Companion: Alonzo, Son of a Merchant

Substance: Animate Co
Mundane Might: 1
"At the beginning of the Main Phase of every Autumn, Alonzo 
receives a stipend of 2 gold from his father, which he 
shares with the covenant.
This card consumes 1 provision point per season."

Companion: Luisa, Lady of Aragon

Substance: Animate Co
Courtly Connections
"If the Tax and Tithe card is played, roll a 6-sided die. 
If the result is even, no tax is owed.
This card consumes 1 provision point per season."

Companion: Bernard, Wandering Holy Man

Substance: Animate Co
Divine Grace
"If the covenant is attacked by beings with Demon Might, reduce any
damage inflicted by each attack incident by one.
This card consumes 1 provision point per season."

Companion: Roland, the University Student

Substance: Animate Co
Mundane Might: 1
"Roland must attend University every Autumn and Winter; during
those seasons, flip this card over to indicate it does not interact
at all in the game. Remove any existing damage.
This card consumes 1 provision point each Spring and Summer."

Companion: Numismator, Alchemist

Substance: Animate Co
"Under Numismator's guidance, Mines and Labs improve their
efficiency.  While this card is in play, each Mine doubles its per
season production, and the number of counters initially placed on
Arts learned via Lab Study is reduced by 1.
This card consumes 1 provision point per season."

Companion: Alicia, Hedge Witch

Substance: Animate Co
Magical Resistance: 1
"Hedge Witches are not approved by the Order, so if Alicia's
covenant is ever targeted by Quaesitor Investigation, this card
must be discarded immediately.  Alicia may be assigned one spell 
from Book (Grimoire) Study without possessing any Arts; she may 
cast that spell like a mage, but may not participate in Certamen 
or fulfill any other roles of a mage.
This card consumes 1 provision point per season."

Companion: Rudolpho, Holy Knight

Substance: Animate Co
Mundane Might: 1
Divine Grace
"Rudolpho must go on Crusade in Spring and Summer; during those
seasons, flip this card over to indicate it does not interact at 
all in the game. Remove any existing damage. 
You may attach a Greatsword to this card without paying the cost.
This card consumes 1 provision point each Autumn and Winter."

Companion: Marusco, Petty Thief

Substance: Animate Co
"Marusco may attempt to steal one Item, Mundane or Enchanted, from
any other covenant per season. Target an Item and roll a 6-sided die; if
the result is even, he has successfully stolen it—transfer the Item
to an eligible being in your own covenant, or 'sell' (discard) the
Item and receive 1 gold. If the roll is odd, Marusco is
caught, is made inactive (rotated) for this season and the next,
and receives a criminal counter. If at any time Marusco accumulates
three criminal counters, he is executed (discarded).
This card consumes 1 provision point per season."

Companion: Issandra, Faery Princess

Substance: Animate Co
Faery Might: 1
Friend of the Fae
"When the covenant is damaged by forces with Faerie Might, if
Issandra does not battle those forces directly, she may remove
damage caused by those forces from other beings, up to her current
Faerie Might rating. In Spring and Summer, Issandra's Faery Might
increases by 1.
This card consumes 1 provision point each Spring and Summer."

Companion: Bartholomew, Bard of Brittany

Substance: Animate Co
"Bartholomew's songs inspire the covenant. If this card is in play
during a mundane battle, increase the damage inflicted by the
covenant's Animate Co beings with Mundane Might of 1 or more by 1,
and increase the healing ability of Animate Co beings that heal by
1 point until the end of that season.
This card consumes 1 provision point per season."

Specialist: Weaponsmith and Armorer

Substance: Animate Co
Mundane Might: 1
"While this card is in play, for every 1 gold you pay, you may
remove 1 point of damage from any Mundane Weapon, Shield or Armor 
the covenant owns.
This card consumes 1 provision point per season."

Specialist: Priest

Substance: Animate Co
Magical Resistance: 1
"When played, assign to the Priest up to four Villagers cards not
already assigned.  While this card is in play, raise the productivity
of each of those Villagers card by one point. If there are no
Villagers to assign to the Priest, or if they are all discarded,
discard this card.  
This card consumes 1 provision point per season."

Specialist: Turb Captain

Substance: Animate Co
Mundane Might: 1
"When played, assign to the Turb Captain up to three of the covenant's
Grogs cards not already assigned. When this card and its Grogs are
involved in mundane battle, add 1 to the total amount of damage
they may inflict as a group. If any of the Captain's Grogs are
discarded, discard this card.
This card consumes 1 provision point per season."

Specialist: Poor Knight

Substance: Animate Co
Mundane Might: 1
"You may attach a Sword to this card without paying the cost.
This card consumes 1 provision point per season."

Specialist: Herbalist

Substance: Animate Co
"This card may heal (remove) 1 point of damage from any other
being in the same covenant per season.
This card consumes 1 provision point per season."

Specialist: Chirurgeon

Substance: Animate Co
"This card may heal (remove) 1 point of damage from any other
being in the same covenant per season. If 1 gold is paid for
supplies, this card may heal an additional point of damage (same 
being).
This card consumes 1 provision point per season."

Specialist: Bailiff

Substance: Animate Co
"For every Bailiff in play, the covenant may support an additional
4 Livestock cards, but total Livestock (outside of Barns) may not
exceed the number of Villagers cards. If the limit is exceeded, discard
excess Livestock immediately.
This card consumes 1 provision point per season and 1 gold at the
start of Winter's Reckoning."

Maga: Lamaria of House Bjornaer

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
Beginning Arts: Mu, An, Co
"You may attach the following spells directly to Lamaria without
study:
   	The Thriving Herd
    	Semblance of Beast
This card consumes 1 provision point per season."

Magus: Sempiris of House Bonisagus

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
Beginning Arts: In, Re, Vi
"You may attach the following spells directly to Sempiris without
study:
    	Aegis of the Hearth
    	Sense the Source of Vis
This card consumes 1 provision point per season."

Magus: Zemlus of House Criamon

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
Beginning Arts: Cr, In, Co, Im
"You may attach the following spells directly to Zemlus without
study:
    	Restore Health of Man
    	Peer into the Unknown
This card consumes 1 provision point per season."

Maga: Annabella of House Ex Mis

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 0
Beginning Arts: Mu, Pe, Te, Vi
"You may attach the following spells directly to Annabella without
study:
    	Demon's Oblivion
    	Mirror of Bonisagus
This card consumes 1 provision point per season."

Magus: Donabus of House Flambeau

Mage
Substance: Animate Co
Magical Resistance: 1
Mundane Might: 1
Certamen: 1
Hermetic Intrigue
Beginning Arts: Mu, Pe, He, Ig
"You may attach the following spells directly to Donabus without
study:
    	The Bountiful Harvest
    	Extinguish Fire
This card consumes 1 provision point per season."

Maga: Isabella of House Jerbiton

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
Courtly Connections
Beginning Arts: Cr, Mu, Aq
"You may attach the following spells directly to Isabella without
study:
	Breaking the Drought
	Purify Liquid
This card consumes 1 provision point per season."

Magus: Herald of House Mercere

Mage
Redcap
Substance: Animate Co
Magical Resistance: 0
Certamen: 0
Beginning Arts: Re, Co, Me
"You may attach the following spells directly to Herald without
study:
    	The Speedy Journey
    	Change of Heart
You may attach the following Enchanted Item to Herald directly
without cost as a talisman:
    	Staff of Protection
This card consumes 1 provision point per season."

Maga: Guenivive of House Merinita

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
Friend of the Fae
Beginning Arts: Cr, Mu, Co, Im
"You may attach the following spells directly to Guenivive without
study:
    	Touch of the Fae
    	The Warrior's Twin
This card consumes 1 provision point per season."

Maga: Practica of House Guernicus

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
Hermetic Intrigue
Beginning Arts: Re, Me, Au
"You may attach the following spells directly to Practica without
study:
    	Pact of Peace
    	Clouds of Relief
This card consumes 1 provision point per season."

Magus: Arno of House Tremere

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 2
Beginning arts: Pe, Im, Vi
"You may attach the following spells directly to Arno without
study:
    	Rending the Veil of Illusion
    	Counterspell
This card consumes 1 provision point per season."

Maga: Vandalia of House Tytalus

Mage
Substance: Animate Co
Magical Resistance: 1
Mundane Might: 1
Certamen: 1
Beginning arts: Cr, In, An, He
"You may attach the following spells directly to Vandalia without
study:
    	The Track of the Hart
    	Palisade of Thorns
This card consumes 1 provision point per season."

Magus: Imperius of House Verditius

Mage
Substance: Animate Co
Magical Resistance: 1
Certamen: 1
Beginning arts: Cr, Mu, Te
"You may attach the following spells directly to Imperius without
study:
    	Touch of the Artisan
    	Hand of the Builder
You may attach the following Enchanted Item to Imperius directly
without cost as a talisman:
    	Chain of Shared Magics
This card consumes 1 provision point per season."

Familiar: Crow

Substance: Animate An
Arts: An
"Pay 2 pawns vis for training this Familiar when it comes into
play.  While the Crow is in play, you may steal one gold from any
other covenant per season as long as the gold is not attached to a
Treasury."

Familiar: Eagle

Substance: Animate An
Arts: Au
"Pay 2 pawns vis for training this Familiar when it comes into
play. While the Eagle is in play, sacrifice (discard) it to counter
any CrAu spell."

Familiar: Mouse

Substance: Animate An
Arts: In
"Pay 2 pawns vis for training this Familiar when it comes into
play. While the Mouse is in play, you may add or subtract up to
2 to any single Resource or Event card generation dice roll once 
per season."

Familiar: Snake

Substance: Animate An
Arts: Vi
"Pay 2 pawns vis for training this Familiar when it comes into
play. While the Snake is in play, it sheds its skin (generates 1 pawn
vis) at the beginning of each Summer and Winter season."

Familiar: Cat

Substance: Animate An
Arts: Me
"Pay 2 pawns vis for training this Familiar when it comes into
play. While the Cat is in play, you may steal one Art from any
opposing covenant's Lab per season and attach it to your own Lab, 
but only if the foreign Lab has more than one Art and/or Spell
card attached, and if the Art can be transferred legally."

Resource Cards: Items

Mundane Item (Weapon): Greatsword

Substance: Te
"Pay 2 gold.
Attach to a being of substance Animate Co with Mundane Might of 1
or greater. Discard any existing Mundane Weapon attached to that
being.  This card increases by 2 the amount of damage done in
battle by the target being."

Mundane Item (Weapon): Sword

Substance: Te
"Pay 1 gold.
Attach to a being of substance Animate Co with Mundane Might of 1
or greater. This card increases by 1 the amount of damage done in
battle by the target being."

Mundane Item (Shield): Leather Shield

Substance: An
"Pay 1 gold.
Attach to a being of substance Animate Co with Mundane Might of 
1 or greater. Increase the amount of damage the target being may
receive in battle by 1."

Mundane Item (Armor): Chain Mail

Substance: Te
"Pay 2 gold.
Attach to a being of substance Animate Co with Mundane Might of 1
or greater. Discard any existing Mundane Armor attached to that
being. Increase the amount of damage the target being may receive
in battle by 2."

Mundane Item (Armor): Leather Armor

Substance: An
"Pay 1 gold.
Attach to a being of substance Animate Co with Mundane Might of 1
or greater. Increase the amount of damage the being may receive in
battle by 1."

Mundane Item: Holy Relic

Substance: Te
"Pay 1 gold.
Attach to a Priest. This card increases the Magical Resistance of 
the target by 1."

Enchanted Item: Chain of Shared Magics

Substance: Te
"Pay 2 gold. At the beginning of Winter's Reckoning, pay 1 vis or
discard this item.
Attach to a being of substance Animate Co that possesses at least
one Art. Once per season, target a second being of substance
Animate Co that also possesses at least one Art. Choose one Art
from the first being. For the rest of the season, the second being
may cast spells as if it possesses this Art."

Enchanted Item: Willow Wand

Substance: He
"Pay 1 gold. At the beginning of Winter's Reckoning, pay 1 vis or
discard this item.
Attach to a being of substance Animate Co; if that being has any
non-Faery Might rating, it becomes Faery Might. If the being has no
Might rating, it receives a Faery Might rating of 1. Else if the
being has an existing Faery Might rating, it is increased by 1."

Enchanted Item: Longevity Potion

Substance: Aq
"Pay 3 gold. At the beginning of Winter's Reckoning, pay 1 vis or
discard this item.
Attach to a being of substance Animate Co. Sacrifice (discard) this
card just before discarding the target being to return the target
being to play without damage."

Enchanted Item: Staff of Protection

Substance: He
"Pay 1 gold. At the beginning of Winter's Reckoning, pay 1 vis or
discard this item.
Attach to a being of substance Animate Co. This card increases the
Magical Resistance of the target being by 1."

Enchanted Item: Girdle of Magical Finesse

Substance: An
"Pay 2 gold. At the beginning of Winter's Reckoning, pay 1 vis or
discard this item.
Attach to a being of substance Animate Co that has a 
Certamen rating of 0 or more. This card increases the Certamen 
rating of the target being by 1."

Resource Cards: Magic

Art Cards

Substance: None
"The actual Art represented is chosen by the player when creating
the card.  Arts are broken down into Techniques (Cr, In, Mu, Pe,
Re) and Forms (An, Aq, Au, Co, He, Ig, Im, Me, Te, Vi). Forms also
correspond to Substances. Spells are designated by pairings of one
Technique and one Form.
If this card was attached to a mage from a Lab, place three
counters on this card. While counters are on this card, the
mage may not study any other Art or Book. At the end of each
season, remove one counter. When the last counter is removed,
this card is discarded. The Mage targeted by this card gains use
of that particular Art."

Book (Magical Arts)

Substance: An
Special Item
"Attach this card to an eligible Library or Mage.
While attached to a Mage, that mage is engaged in Book Study.
Play a single Art on this Book during the Create/Play Resource Cards Phase. 
When a Mage, Book and Art are grouped for the first time, place
three counters on this Book. At the end of each season, remove one
counter.  When the last counter is removed, discard this Book and
assign the Art to the Mage."

Book (Grimoire)

Substance: An
Special Item
"Attach this card to an eligible Library or Mage.
While attached to a Mage, that mage is engaged in Book Study.
Play a single Spell on this Book during the Create/Play Resource
Cards Phase. When a Mage, Book and Spell are grouped for the first
time, place three counters on this Book. At the end of each season,
remove one counter.  When the last counter is removed, discard this
Book and attach the Spell to the Mage."

Spell Cards (applies to all spells)

Substance: None
"If this card was attached to a mage from a Lab, place three
counters on this card. While counters are on this card, the
mage may not study any other Spell or Book. At the end of each
season, remove one counter. When the last counter is removed,
the mage has learned this particular spell."

Spell: Io's Brood

Arts required: CrAn
Target: Active Livestock
Cast in Spring.
"Cast only if the covenant in which the Livestock reside can
support another Livestock card. Cast upon an existing Livestock and
expend one pawn vis. Put a new Livestock card into play that has
all the attributes of a normal Livestock card."

Spell: Restore Health of Beast

Arts required: CrAn
Target: Being of Animate An
"For every pawn of vis expended one target is healed of 1 point
damage.  A maximum of 3 pawns may be expended."

Spell: Mind of the Beast

Arts required: InAn
Target: Being of Animate An that possesses an Art
"Cast upon a qualified target (such as a Familiar) that has
already used its effect in the same season. Expend 1 pawn 
vis to duplicate that effect, selecting the same or a 
different target."

Spell: The Track of the Hart

Arts required: InAn
Target: Active Grogs
"The caster directs the target Grogs on a successful hunt,
generating five provision points per pawn vis expended for use by
the covenant in the same season. A maximum of two pawns vis may be
expended."

Ritual Spell: The Thriving Herd

Arts required: MuAn
Target: Active Livestock
Cast in Spring.
"For every pawn of vis expended, one targeted Livestock produces 1
extra provision point per season through the next winter. A maximum
of 2 pawns vis may be expended."

Spell: Transpose Beasts

Arts required: MuAn
Target: Two beings of Animate An
"Expend 2 vis. Swap the two cards. If either card is
incompatible in its new environment (such as a Familiar no longer
attached to a mage, or Livestock now attached to a mage) discard
that card."

Spell: Pestilence of the Flock

Arts required: PeAn
Target: Being of Animate An
"Expend 1 pawn vis to do 1 damage to the target."

Spell: Enrage Beast

Arts required: ReAn
Target: Being of Animate An
"Expend 1 pawn vis. The target does 1 damage to one being
of substance Animate Co (covenant player's choice) within 
the same covenant."

Spell: Breaking the Drought

Arts required: CrAq
Target: Existing drought
"The drought may be caused by either Spell or Event.
Expend 2 pawns vis to end the effects of drought (discard any 
related cards.)"

Ritual Spell: Create Poison

Arts required: CrAq
Target: Being of Animate Co
"Expend 2 pawns vis. Place a Poison counter on the target. Until
the Poison counter is removed, apply 1 damage to the target per
season for a maximum of one year."

Spell: The Deluge Ensues

Arts required: CrAq
Target: Covenant
Cast in Spring or Summer.
"As a side effect, this spell will end the effects of drought for
the target. Expend 1 pawn vis. A flood sweeps through the covenant
and its environs.  For every additional two pawns of vis expended,
drown (discard) one Livestock card and one Villagers card. A
maximum of seven pawns may be expended."

Ritual Spell: Charm of the Scrying Pool

Arts required: InAq
Target: Covenant with a Deep Well
"Expend 3 pawns vis. As long as the target has the same well, you
may change the outcome of a single card generation die roll once 
per season during that player's Create/Play Resource Cards Phase
for a maximum of one year."

Spell: Winter's Tongue

Arts required: MuAq
Target: Covenant with a Deep Well
Cast in Winter.
"Expend 2 pawns vis. The water at the bottom of the well freezes
permanently and the well can no longer be used. Discard the Deep
Well at the end of the season."

Ritual Spell: Poison Well

Arts required: MuAq
Target: Covenant without a Deep Well
"Expend 2 pawns vis. Place a Poison counter next to the covenant.
Until the Poison counter is removed or until one year has passed,
apply 1 damage to any one being of substance Animate Co in the
covenant per season (covenant player's choice). Expend 1 more pawn
vis to increase per season damage to 2.  If a Deep Well card is
played after this spell is cast, the Poison counter is removed."

Spell: Purify Liquid

Arts required: MuAq
Target: Poison counter
"Expend 2 pawns vis to remove the counter."

Ritual Spell: The Parching Winds

Arts required: PeAq
Target: Covenant
"Cast to create a drought affecting only the target that lasts one
season per pawn vis expended, 4 pawns maximum. Until this spell is 
countered, that covenant must discard one Livestock, Villagers or 
Town card per season."

Spell: Breath of the Desert Waste

Arts required: PeAq
Target: Being or structure of Animate Co, An or He
"Expend 2 pawns vis to remove all water from the target's body. 
Discard the target."

Spell: Gift of the Duck's Feathers

Arts required: ReAq
Target: Being of Animate Co or An
"For every 1 pawn vis expended, up to a maximum of 3, select a
target. Each target is protected from drowning until the end of the
season."

Ritual Spell: Charm of the Mystical Moat

Arts required: ReAq
Target: Covenant
Cast in Spring, Summer or Autumn.
"Expend a minimum of 3 pawns vis to create a moat around the
target.  The moat prevents damage from an external mundane attack
from reaching the covenant in the amount of 2 points + 1 point per
extra pawn of vis expended, up to a maximum of six points. The moat
dries up and disappears at the beginning of the next Winter."

Spell: Arc of Lightning

Arts required: CrAu
Target: Being, item or structure of An, Co, He or Te
Cast in Spring or Summer.
"Damage the target by 1 point per pawn vis expended."

Spell: Swirl of Fog

Arts required: CrAu
Target: Mundane battle
"Expend 2 pawns of vis to negate all effects of a particular
mundane battle."

Spell: Whispers on the Wind

Arts required: InAu
Target: Card generation roll
Cast during your Create/Play Resource Cards Phase.
"Expend 1 pawn vis before you perform any card generation rolls.
Change any single generation die roll during this phase to another
legitimate value, or change nothing."

Spell: Storm of Stones

Arts required: MuAu
Target: Opposing side in mundane battle
Cast during a mundane battle.
"Inflict an additional point of damage on your adversary per pawn
of vis expended, up to a maximum of 3 pawns."

Spell: Stolen Breath

Arts required: PeAu
Target: Active being of Animate Co or An
"For each 1 pawn vis expended to a maximum of 5 pawns, choose a
target.  This spell knocks the breath out of each target, rendering
it inactive (rotated) but undamaged for the rest of the season.
Unrotate all affected cards at the end of this season's Reckoning."

Spell: Levitate on Wings of Air

Arts required: ReAu
Target: Being of Animate Co
For each 1 pawn vis expended to a maximum of 3 pawns, choose a
target.  This spell levitates the target so that it does not
participate in any mundane battle for the rest of the season."

Spell: Stormy Might

Arts required: ReAu
Target: Structure of He or Te
"Create a whirlwind that does 1 damage per pawn vis expended to the
target, up to a maximum of 3 pawns."

Spell: Clouds of Relief

Arts required: ReAu
Target: Covenant
"Spend 1 pawn of vis to spare the target from the effects of
drought for one season."

Spell: Restore Health of Man

Arts required: CrCo
Target: Being of Animate Co
"For every pawn of vis expended one target is healed of 1 point
damage.  A maximum of 3 pawns may be expended."

Spell: Preserve Flesh

Arts required: CrCo
Target: Being of Animate Co with damage
"Stalls the consequences of (but does not heal) damage done to a
human. For each 1 pawn vis expended to a maximum of 3 pawns,
choose a target.  Unrotate the targets if already rotated. At the
end of the season when this spell was cast, do not rotate the targets
for damage, old or new. If the season is Winter, this prevents the
damaged targets from being discarded. Any unhealed damage remains,
and unless the spell is renewed or the damage is healed by non-passive
means, the targets will rotate at the end of the next season."

Spell: Retrieve the Errant Soul

Arts required: InCo
Target: Discard pile
Cast during your Create/Play Resource Cards Phase. 
"Instead of generating a card, expend 1 pawn vis to search 
through the discards for any 1 card of substance Animate Co. 
Play this card."

Ritual Spell: Incantation of the Stone Warrior

Arts required: MuCo
Target: Being of Animate Co
"Expend 3 pawns vis to change the substance of any one target to
Animate Te for one year; this being retains its Mundane Might rating,
but does not take any additional damage except from spells and
effects that target Te (it is essentially a living Te mundane item).
Any cards attached to it before the change remain attached."

Spell: Semblance of Beast

Arts required: MuCo
Target: Being of Animate Co
"For each pawn of vis expended, up to a maximum of 4 pawns, choose
a target. For the remainder of the season, the targets are
transformed into animals (substance Animate An) that do not possess
Mundane Might."

Spell: Touch of the Fae

Arts required: MuCo
Target: Being of Animate Co
"For every pawn of vis expended, up to a maximum of three, choose
one target. That being gains the Friend of the Fae attribute for
the remainder of the season, and the target's Mundane Might rating,
if any, is turned into Faery Might."

Spell: The Speedy Journey

Arts required: ReCo
Target: Player
Cast this spell during the target's Create/Play Resource Cards Phase.
"Expend 1 pawn vis. The target may generate a second card during 
this phase."

Ritual Spell: Animate Corpse

Arts required: ReCo
Target: Discard pile
"For every 2 pawns vis expended, up to a maximum of 4 pawns, search
the discards for one card of substance Animate Co, and put it
directly into play. Each card becomes an Item of Inanimate Co with
Mundane Might 1.  The cards do not consume or produce any
resources, and all effects and statistics printed on the cards are
ignored. These cards may participate in mundane battles and may
inflict and receive damage. Discard these cards after one year."

Spell: Disease of the Deadly Influences

Arts required: PeCo
Target: Being of Animate Co 
"Expend 2 pawns vis. The target maintains its current state, active
or inactive. Unless the target is healed by 1 point to reverse the 
effect of this spell, discard the target card at the end of the season."

Spell: Destroy the Undead

Arts required: PeCo
Target: Item of Inanimate Co
"For every pawn of vis expended, up to a maximum of 3 pawns,
choose a target. Inflict 1 point damage on each target."

Ritual Spell: Palisade of Thorns

Arts required: CrHe
Target: Covenant
Cast in Spring or Summer.
"This spell constructs a living wall of thorns (structure of
substance Animate He) around the covenant, which will survive until
the beginning of the next Winter. The structure can take an amount
of damage equal to the number of pawns of vis expended (maximum 3).
While the wall is in place, it may be assigned damage from mundane
battle as if it had Mundane Might."

Ritual Spell: Blessing of Plenty

Arts required: CrHe
Target: Villagers
Cast in Winter.  
"For every pawn of vis expended, up to a maximum of 5 pawns, choose
one target. Provision points from these targets are immune from 
the effects of famine through the end of the following Winter."

Spell: Intimacies of the Herbs

Arts required: InHe
Target: Herbalist
"Expend one pawn vis to double a Herbalist's current ability to
heal for one season."

Ritual Spell: Petrification of the Wood

Arts required: MuHe
Target: Item or structure of He 
"Expend two pawns vis for any item made of substance He, or 4 pawns
vis for a structure made of substance He to change that object's
substance into Te for one year."

Ritual Spell: The Bountiful Harvest

Arts required: MuHe
Target: Villagers
Cast in Spring.
"For every pawn of vis expended one target produces 1 extra
provision point per season through the next Winter, and 3
extra provision points in Autumn. A maximum of 2 pawns may 
be expended."

Spell: Withering of the Vine

Arts required: PeHe
Target: Covenant
Cast in Summer or Autumn.
"Choose one target for every two pawns vis expended, up to a maximum
of four pawns. Those covenants suffer from famine for one season.
A covenant suffering from famine loses half its provision points
during the current season's Reckoning, and provision points may
not be converted to or from other resources during a famine."
Spell: Instill Rot
Arts required: PeHe
Target: Item or structure of He
"Inflict 1 point damage per pawn of vis expended on the target, up 
to a maximum of 3 pawns."

Ritual Spell: Army of the Elder Trees

Arts required: ReHe
Target: Covenant
"Expend 4 pawns vis and put a counter into play, representing a
forest.  This counter is a structure of substance Animate He. The
counter has a Mundane Might of 3 and consumes no resources, but
participates in mundane battles and may inflict and take damage.
Discard counter after one year."

Spell: Sphere of Flame

Arts required: CrIg
Target: Being, item or structure of An, Co or He
"Damage the target by 1 point per pawn vis expended."

Ritual Spell: Enchant with Fire

Arts required: CrIg
Target: Mundane weapon
"Expend 2 pawns vis. The weapon becomes an Enchanted Item
for one year, doing an additional 1 point of (fire) damage to be
assigned to any one being or structure of Animate An, Co or He it
battles. The enchanted weapon does not require annual upkeep vis."

Spell: Conversation with Ashes

Arts required: InIg
Target: Being, item or structure damaged by fire 
"Expend 1 pawn vis to remove any damage by fire, discarding any 
attachments."

Spell: Supernatural Flames

Arts required: MuIg
Target: Being, item or structure damaged by fire this season
"Expend 2 pawns vis to double the amount of the fire damage done to
the target."

Spell: Extinguish Fire

Arts required: PeIg
Target: CrIg spell or fire effect
"Counter a spell or effect if the amount of vis expended for
this spell exceeds the fire damage done by the target by one 
or more."

Spell: Serpent of Winter

Arts required: PeIg
Cast during Autumn.
Target: Covenant
"Expend 3 pawns vis. Winter arrives early, and all that target's
beings that are inactive at the end of the season this spell was
cast are discarded."

Spell: Prolonged Eclipse

Arts required: PeIg
Target: Covenant
"Expend 4 pawns vis. The target receives no sunlight for the
remainder of the season. Reduce the amount of provision points
available for that season by one third (rounded down)."

Spell: Cinders on the Wind

Arts required: ReIg
Target: Library or structure of He
"If any structure was targeted by a fire effect this season, expend
3 pawns vis and target a second structure, either in the same or a
different covenant, duplicating the fire effect and yielding the
same amount of damage. (If the new target is a Library, use the
effect described on the Library Fire event card.)"

Spell: The Warrior's Twin

Arts required: CrIm
Target: Being with Mundane Might
"For every pawn of vis expended, up to a maximum of four, choose a
target. All targets must be in the same covenant.  Place a counter
in the covenant area for each target—each counter acts as a
duplicate of its target in battle, taking damage up to its target's
Mundane Might, but not inflicting damage. Discard all counters at
the end of the season."

Spell: Legion of Phantasms

Arts required: CrIm
Target: Covenant
"Expend 3 pawns vis. This spell creates a phantom army within
an opposing covenant. The covenant engages in mundane battle
against the illusion in the same season and winds up inflicting
damage on itself in the amount of its own total Mundane Might
divided by four (rounded down)."

Spell: Revelation of the Parted Curtain

Arts required: InIm
Target: Player
Cast this spell during the target's Create/Play Resource Cards Phase.
"Expend 1 pawn vis. The target's next die roll is halved (rounded
down, to a minimum of 1)."

Spell: Peer into the Unknown

Arts required: InIm
Target: Player
Cast this spell during a player's Create/Play Resources Phase before
he generates a card.
"Expend 1 pawn vis to predetermine his first roll."

Spell: Distractions of Invisible Horrors

Arts required: MuIm
Target: Mage engaged in Certamen
Cast during the Certamen Resolution Phase.
"Expend 2 pawns vis to target one of the mages engaged in a
challenge to halve (rounded up) his final Certamen score by
distorting his senses."

Spell: Rending the Veil of Illusion

Arts required: PeIm
Target: CrIm spell cast in the same season
"Counters any CrIm spell already cast in the same season, if the
number of pawns expended exceeds the spell strength of the target."

Spell: The Invisible Force

Arts required: PeIm
Target: Being with Mundane Might
"For every 2 pawns vis expended, up to a maximum of 6 pawns,
choose a target. When engaged in mundane battle this season, 
the targets may inflict damage, but any damage assigned to them 
from battle is removed before the end of the season."

Spell: The Misplaced Covenant

Arts required: ReIm
Target: Covenant
"Expend 5 pawns vis to shift the image of a covenant elsewhere for
one season. This will prevent any attacks made by mundane, faerie,
demonic or magical forces on this covenant."

Spell: Duplication of the Mage's Image

Arts required: ReIm
Target: The caster himself
"Expend 1 pawn vis to create a 'duplicate' of the caster for the 
remainder of the season. Any effect, spell or damage targeting 
or assigned to the caster is applied to the duplicate instead."

Ritual Spell: Shield of Sanity

Arts required: CrMe
Target: Player
"Expend 4 pawns vis to create a barrier protecting the target from
any Me spell originating from anywhere but his own covenant for one
year."

Spell: Perception of the Enemy's Motives

Arts required: InMe
Target: Resource card
"Expend 2 pawns vis. Replace any one Resource card in play with a
similar type card (Property, Improvement, Personnel, Item, Magic)
from the discard pile. There is no cost for the new card.  Any
attachments on the target card are lost. If the replacement is
illegal, discard it."

Spell: Taint of Regret

Arts required: MuMe
Target: Mage that cast a particular spell earlier this season
"Expend 2 pawns vis. The target may not cast the same spell next
season."

Spell: Bout of Insanity

Arts required: PeMe
Target: Player
Cast this spell during the target's Create/Play Resource Cards
Phase after the target has successfully paid for and played a card.
"Expend 1 pawn and force that Resource card to be discarded. The
target player may attempt to generate a similar Resource in its place."

Ritual Spell: Drain Emotions

Arts required: PeMe
Target: Being of Animate Co
"Expend 3 pawns vis. The target cannot be the target of Me 
spells for the rest of the year."

Spell: The Pact of Peace

Arts required: ReMe
Target: Being with Mundane Might
"For each pawn of vis expended up to a maximum of three, 
choose a target. These targets may not participate in battles this
season."

Spell: Change of Heart

Arts required: ReMe
Target: Player
"Expend 1 pawn vis to force the target player to pay the cost (if any)
of a Resource card played during this season a second time. If he
cannot pay the cost of the card, it is discarded."

Spell: Slave of the Master Mage

Arts required: ReMe
Target: Being of Animate Co in opposing covenant
"Expend 3 pawns vis. You may use any of the spells or effects
associated with the target for the rest of the season as long
as the target is active. Any vis or other resources that must be
expended for an effect must be paid by you, but not support
provisions. The target cannot participate in battle for you."

Spell: Summon Ghost Warrior

Arts required: ReMe
Target: Discarded card of Mundane Might 1 or greater
"Expend 2 pawns vis. Select a target from the discard pile and put
it directly into play. This card may not inflict damage in battle
but can absorb damage equal to its Mundane Might. Discard the
target card at the end of this season."

Spell: Hand of the Builder

Arts required: CrTe
Target: Player
Cast during the target's Create/Play Resource Cards Phase.
"Expend 2 pawns vis. The target may create and play any Improve
Covenant card of substance Te he wishes during the same season
without occupying the Improvement square. The card does not count
toward his turn limit. He may ignore any seasonal restrictions, and
the cost of the card is reduced to 0 gold. If playing the card is
illegal, it is discarded."

Ritual Spell: Touch of the Gnomish Miner

Arts required: CrTe
Target: Mine
"Expend 1 pawn for each target, up to a maximum of 2 pawns.
Targeted Mines double their current production for the rest of the
year."

Ritual Spell: Wall of Stone

Arts required: CrTe
Target: Covenant
"Expend 2 vis. This spell creates a wall of stone (structure of
substance Inanimate Te) around the covenant for one year. The
structure can prevent damage from a mundane attack from reaching
the covenant in the amount of 1 + the number of pawns of vis expended
beyond the initial 2 (maximum: 6 pawns)."

Spell: Sense the Source of Treasure

Arts required: InTe
Target: Player
Cast during the target's Create/Play Resource Cards Phase while
the target's token is on a Property square.
"Expend 1 pawn vis. Instead of generating a card during this phase,
the target may take one Mine card from the discard pile and put it
into play.  Expending an additional 1 pawn vis allows the target
to put a second Mine card into play."

Spell: Touch of the Artisan

Arts required: MuTe
Target: Gold
"This spell, when cast on a piece of gold, enhances its artistic
qualities, so that it can be converted in Town or Market Fair
at the rate of 1 gold = 7 provision points. Expend one pawn vis per
piece of gold, up to a maximum of two pawns."

Spell: Liquefy Stone

Arts required: MuTe
Target: Being, item or structure of Te
"Expend 1 pawn vis. If the target is Animate, discard it
immediately. For every pawn of vis beyond the first, inflict 1
damage on the target."

Spell: Breaking the Heart of King Midas

Arts required: MuTe
Target: Gold
"For every pawn of vis expended, target 1 piece of gold to turn it
into ordinary dirt. Discard gold so transformed."

Spell: Rupture Earth

Arts required: PeTe
Target: Being, item or structure of Te. 
"Damage the target by 1 point per pawn vis expended."

Ritual Spell: Golden Drought

Arts required: PeTe
Target: Mine
"Expend two pawns vis. The target's gold output is reduced by half
(rounded down) for one year. If the Mine ceases to produce gold in
any season, discard it."

Spell: Shock of Earth

Arts required: ReTe
Target: Covenant
"Expend four pawns vis. All structures in the target covenant, 
regardless of substance, receive 1 damage from earthquake."

Ritual Spell: Sphere of Failed Intelligence

Arts required: CrVi
Target: Mage
"Expend 3 pawns of vis. For the rest of the year, any In spell cast 
by that mage will fail unless he expends an additional 2 pawns vis."

Spell: Study of the Magical Device

Arts required: InVi
Target: Enchanted Item
"Expend a pawn of vis and target an enchanted item in play. Put a
token on a legitimate target for that item; the token represents a
duplicate of that card."

Spell: Sense the Source of Vis

Arts required: InVi
Target: Player
Cast during the target's Create/Play Resource Cards Phase while
the target's token is on a Property square.
"Expend 1 pawn vis. Instead of generating a card during this phase,
the target may take one Vis Source card from the discard pile and
put it into play."

Spell: Mirror of Bonisagus

Arts required: MuVi
Target: Spell with target in your covenant already cast in same season
"The targeted spell is deflected back on the caster and his covenant
if the number of pawns expended exceeds the spell strength of the
target.  The caster of this spell may choose a new target for the
original spell within the caster's covenant, if there is a legal
one, and may supply additional vis to overcome Magical Resistance;
else the target spell simply fails."

Spell: The Subtle Accomplice

Arts required: MuVi
Target: Mage engaged in Certamen
Cast during the Resolve Certamen Phase.
"Expend 1 pawn vis. Add the caster's Certamen rating to that of
another mage in the same covenant engaged in Certamen. The caster
may not be involved in a Certamen challenge in the same season."

Spell: Spell Fork

Arts required: MuVi
Target: Spell already cast this season
"If the number of pawns of vis expended exceeds the target spell
strength, the target is duplicated. The caster of this spell may 
choose the same target as the original spell or a new target 
anywhere, if there is a legal one." 

Spell: Counterspell

Arts required: PeVi + target Form
Target: Spell already cast 
Cast after another spell has been cast, in any phase.
"You may target either a regular spell just cast in the same phase,
or a ritual spell whose effects are still evident. The caster must
possess the same Form used in the targeted spell. This spell
counters the target spell if the number of pawns expended exceeds
the spell strength of the target."

Spell: Disenchant

Arts required: PeVi
Target: Enchanted Item
"Expend 2 vis to destroy (discard) the target."

Ritual Spell: Sapping of the Magical Font

Arts required: PeVi
Target: Vis source
"Reduce the amount of vis the target produces this year by 1 pawn
per 2 pawns vis expended. If this reduces the annual rate below 1,
discard the vis source."

Spell: Demon's Oblivion

Arts required: PeVi
Target: Entity with Demon Might
"The target suffers damage equal to the number of pawns of vis
expended."

Ritual Spell: Reduce Might

Arts required: PeVi
Target: Being with any Might rating
"Expend 2 pawns vis. For every pawn of vis expended beyond the first
two, reduce the target's Might rating by 1, but not below zero, for
one year."

Ritual Spell: Aegis of the Hearth

Arts required: ReVi
Target: Covenant
Cast at the beginning of Winter Reckoning.
"Expend 2 pawns vis. For the next year, increase the Magical
Resistance of the target covenant (protecting all resources within)
by 1 per pawn vis expended beyond the initial 2, up to 5 pawns
total."

Ritual Spell: Enhance Resistance

Arts required: ReVi
Target: Being, structure, player, discard pile or item
Expend 2 pawns vis. If the target had no existing Magical
Resistance rating, it receives a Magical Resistance rating of 1 for
the rest of the year. Else, for every 2 pawns vis expended beyond
the first two, increase the target's Magical Resistance by 1 for
the rest of the year."

Spell: Ward against Realms

Arts required: ReVi
Target: Covenant 
"When casting this spell, choose a type of Might: Mundane, Magical,
Demon or Faerie. Expend 3 pawns vis. For the rest of the season,
the target is protected from attacks and effects originating from
sources with that type of Might."

Event Cards

All Event cards are unique.

Market Fair (Global)

"Play in Spring, Summer or Autumn.
During the Main Phase, all covenants may convert 
resources they own at the following fixed rates:
    	2 provision points for 1 gold
    	2 gold for 1 pawn vis
Covenants may trade among themselves but negotiate their own 
rates. Discard this card at the end of the season when it was 
played."

Good Fortune (Global)

"Play in any season.
Every covenant in the game receives 4 gold at the beginning of the
Main Phase. Discard this card at the end of the season when it was
played."

Pack of Demons (Global)

"Play in any season.
Treat this card as an Independent Resource with the following 
characteristics:
    	Substance: Animate Vi
    	Magical Resistance: 1
    	Demon Might: 3
At the end of the Main Phase, beginning with the season this 
card was played, every covenant that does not have an active 
Priest card in play is attacked by demons, spreading fear and 
madness. Permanently reduce the provision points of any one 
Villagers or Town by 1 per season, discarding any card that 
can no longer produce provision points. This card remains in 
play until it takes damage equal to its Might rating, or until
one year has passed."

Drought (Global)

"Play in any season.
Every covenant in the game is affected by drought.  Until this event
is countered or discarded, each covenant discards one Livestock,
Villagers or Town per season at the end of the Main Phase.
Discard this card at the end of the next Winter."

Famine (Global)

"Play in any season.
Every covenant in the game is affected by famine.  Until this event
is countered or discarded, each covenant loses half its provision
points at Reckoning. Provision points may not be converted to or
from any other resource during a famine. Discard this card at the
end of the next Summer's Reckoning."

Convening of the Seelie Court (Global)

"Play in any season.
While in play, at the end of the Main Phase of the season this
card was played, every being of Animate Co which has the attribute
Friend of the Fae flips over to indicate it does not interact at
all in the game. Remove any existing damage from these beings.
Discard this event and unflip all affected beings at the beginning
of the next Reckoning Phase of Winter."

Attack of the Unseelie Court (Global)

"Play in any season.
The region is attacked by a marauding band of Unseelie faeries.
These faeries may not be engaged in battle. At the end
of the Main Phase of the season this card was played, one fourth
of all beings in each covenant (rounded up) which have a Mundane
Might rating of one or more receive one point of damage. Each
player decides which beings receive damage. After damage has been
assigned, any targets that have the Friend of the Fae attribute
remove all their damage that originated from this card. Discard
this card at the end of the season when it was played."

Tax and Tithe (Global)

"Play in Winter.
The local lord requires every covenant to pay him one fourth of
their current capacity to produce provisions plus their current
gold stock, rounded down, amounting to at least two gold (four 
provision points equivalent). Vis is not acceptable. The tax is 
assessed at the beginning of the Main Phase of the season
this card is played (subsequent conversions or additions and 
subtractions to gold do not change the tax). If the tax cannot 
be paid by the time of Reckoning, the covenant must accept a 
permanent tribute of 1 point owed to the lord. If the covenant 
possesses one or more cards with the Courtly Connections 
attribute, the amount of tax is reduced to one fifth or one 
gold minimum. Discard this card at the end of Winter."

Call to Service (Global)

"Play in Spring.
The local lord requires every covenant to send him one set of Grogs
until the beginning of Autumn. At the beginning of the Main Phase
of the season this card was played, flip one active Grogs card over 
to indicate it does not interact at all in the game. Remove any
existing damage. If a covenant has no active Grogs, it must pay 3
gold immediately or accept a permanent tribute of 2 points owed to
the lord. If the covenant possesses one or more cards with the
Courtly Connections attribute, roll a 6-sided die per card with
that attribute; if any roll is even, no service or penalty is
required. Discard this card and unflip all affected cards in the
beginning of Autumn."

Plague (Global)

"Play in any season.
Every covenant in the game is affected by plague. At the end of
each season this card has been in play, add a counter to it. When
this card has gained five counters, discard this card. At the end
of each Main Phase when this card is in play, each covenant must
choose a number of active beings of substance Animate Co equal to
the number of counters on this card, and must place one damage
counter on each selected being."

Wave of Bandits (Global)

"Play in any season.
Treat this card as an Independent Resource with the following 
characteristics:
    	Substance: Animate Co
    	Mundane Might: 4
The region is beset by groups of bandits. At the end of the Main
Phase, beginning with the covenant belonging to the starting player,
each covenant must decide whether to engage the bandits in mundane
battle or to pay them off with 1 gold. If a covenant decides to
engage in battle, and if at the end of the season the battle was
waged the covenant has no active Grogs in play, the covenant loses
all the gold it owns that is not attached to a Treasury. At the end
of each season, if this card took damage greater than or equal to
its Mundane Might, it is discarded; else all damage is removed and
it survives for another season. After a year has passed, discard 
this card."

Season of Chaos (Global)

"Play in any season.
At the beginning of the Main Phase, starting with the starting
player, each player in turn rolls a 6-sided die; if the result is
even, that player must choose a rival covenant to engage in mundane
battle. The rival covenant may pay 4 gold at the time of the roll
to the player who chose it to avert the battle.  Otherwise,
at the end of the Main Phase, in original order, the covenants must
resolve their battles. It is quite possible for the same two covenants
to battle twice in the same season. Any covenant that does damage
to another becomes liable for a Quaesitor Investigation. Discard
this card at the end of the season when it was played."

Armed Invasion (Global)

"Play in any season.
Treat this card as an Independent Resource with the following 
characteristics:
    	Substance: Animate Co
    	Mundane Might: 10
The region is attacked by a small army belonging to a neighboring
hostile lord. At the end of the Main Phase, beginning with the
covenant belonging to the starting player, each covenant must engage
in mundane battle with this card. The Might of this card is reduced
by any damage it receives. If at any time this card receives damage
greater than or equal to its Might, it retreats (is discarded). If
it survives until the following season, it attacks again (at reduced
strength), beginning with the starting player."

Dragon Attack (Directed)

"Play in any season.
This event can only be directed at a covenant with a Library or
Scriptorium.  Treat this card as an Independent Resource with the
following characteristics:
    	Substance: Animate An
    	Magical Resistance: 2
    	Magical Might: 6
A dragon swoops down on the covenant at the beginning of the 
Main Phase. Unless the covenant bribes the dragon by giving it a
Book currently attached to one of its Libraries, it will set a
Library on fire. (Use the effect described on the Library Fire event
card.) If there are no Books in any Library, it destroys a Library
and leaves (discard this card and the Library). Else it will return
the following season until one year has passed.  Any damage done
to the dragon must be via spells; each point of damage reduces its
Magical Might by 1. Whenever the dragon's Might reaches 0, discard
this card."

Army of Skeletons (Directed)

"Play in any season.
Treat this card as an Independent Resource with the following 
characteristics:
    	Substance: Inanimate Co
    	Mundane Might: 5
A local necromancer has sent a troop of skeletons to intimidate the
covenant. The covenant may avoid a battle each season by paying 1
pawn vis; else it must engage the skeletons in mundane battle at
the end of the Main Phase. If the skeletons receive damage equal 
to or exceeding their mundane might, they disappear (discard this 
card). Otherwise, at the end of each season the damage is cleared 
and the skeletons return the next season until one year has passed."

Midsummer's Night (Directed)

"Play in Summer.
This event can only target a covenant that currently has a being
with the Friend of the Fae attribute. No other directed events can
target this covenant while this card is in play, and any existing
directed events targeting this covenant are discarded immediately. 
Discard this card at the end of the season it was played."

Grace of God (Directed)

"Play in any season.
This event can only target a covenant that currently has a being
with the Divine Grace attribute. No other directed events can
target this covenant while this card is in play, and any existing
directed events targeting this covenant are discarded immediately. 
Discard this card at the end of the season it was played."

Hedge Mage Attack (Directed)

"Play in any season.
This event can only target a covenant that currently has a Vis
Source in play. A hedge mage claims that the source belongs to him.
At the end of the Main Phase, the covenant must either give up 
(discard) a Vis Source of its choice or face the Hedge Mage's 
curse. The curse is determined by rolling a 6-sided die:
    	1: Every time the covenant's player rolls a die, he
		must roll it twice and use the lesser value.
    	2: The covenant's player must say "Mother may I" 
		before any mage in the covenant casts a spell, 
		else that spell is automatically countered.
    	3: Any Te spell cast by a mage in the covenant 
		requires one additional pawn of vis.
    	4: Any Cr spell cast by a mage in the covenant 
		requires one additional pawn of vis.
    	5: The Magical Resistance of all beings in the covenant
		is reduced by 1, to a minimum of 0.
    	6: At every Yearly Reckoning, the covenant's surplus 
		is reduced by 1 point.
Discard this card at the end of the season when it was played."

Quaesitor Investigation (Directed)

"Play in any season.
This event can only be directed at a covenant that has perpetrated
an act of aggression and has damaged another. Quaesitors from House
Guernicus descend on the covenant, looking for evidence that the
Hermetic Oath was broken. While this card is in play, at the beginning
of the Main Phase of the season this card was played, the entire
covenant is removed from the game. No resources are produced, nor
are they consumed; the covenant's player may not create nor play
cards; none of the active cards in the covenant may use their effects
or abilities, nor is there any interaction between this covenant
and the outside world. Reckonings have no effect; if Winter Reckoning
occurs while this card is in play, the state of the covenant (and
the player's score) does not change. Essentially the covenant and
its player do nothing each round but this: Once per Main Phase, the
player rolls a 6-sided die for every mage in the covenant that has
not yet been investigated; if the roll is even, mark that mage as
having been investigated.  As soon as all the mages in the covenant
are marked, the Investigation is over, this card is discarded, and
the player may rejoin the game at the start of the next season. If,
however, the Investigation lasts a full year without all the mages
being marked, the unmarked mages are discarded (found guilty) along
with this card. If at any time a mage with Hermetic Intrigue is
marked, the Investigation is immediately discarded. That mage cannot
use its Hermetic Intrigue a second time."

Riots (Directed)

"Play in any season.
This event can only be directed at a covenant with a Town.
Treat the Town as an Independent Resource with the following 
characteristics:
    	Substance: Animate Co
    	Mundane Might: 5
The Town becomes a hostile force attacking the rest of the 
covenant in mundane battle at the end of the Main Phase.
After the battle, if the Town has received damage in excess of 9
points, it and this event are discarded. If the Town received
damage between 4 and 8 points (inclusive), this event is discarded
and the Town reverts back to normal. If the Town received less than
4 points damage, it is made inactive (rotated) and does not produce
provision points this season. The Town unrotates at the beginning
of the next season and engages in battle again, retaining its
damage amounts. Discard this event after a year has passed."

Clique of Thieves (Directed)

"Play in any season.
This event can only be directed at a covenant with gold outside of
its Treasuries. Target all the covenant's gold that is not attached
to a Treasury at the beginning of the Main Phase. Discard half of it 
(rounded down). Discard this card at the end of the season when it 
was played."

Library Fire (Directed)

"Play in any season.
This event can only be directed at a covenant with a Library or
Scriptorium. The player of this card targets a particular Library
if the covenant has more than one. A fire erupts there at the
beginning of the Main Phase. This counts as a fire effect of damage
3. This event, unless countered, destroys one half the books (rounded
up) currently attached to the target Library (owner of the Books
decides which to discard). Discard this card at the end of the turn
it was played."

Arson (Directed)

"Play in any season.
This event can only be directed at a covenant with a Town.  This
counts as a fire effect of damage 5 occurring at the beginning of
the Main Phase. This event, unless countered, destroys the targeted 
Town. Discard this card and the Town card at the end of the season
it was played."

Papal Wrath (Directed)

"Play in any season.
One of the members of the covenant is suspected of heresy. At the
beginning of the Main Phase, the player of this card chooses a mage
or companion of the target covenant to put on trial. For a companion,
roll a 6-sided die once; for a mage, roll twice. If any roll comes up
odd, the result is a guilty verdict (the mage or companion is
discarded). If the covenant possesses one or more cards with the
Divine Grace attribute, roll a 6-sided die per being with that
attribute; if any roll is even, the guilty verdict is negated.
Discard this card at the end of the season when it was played."

Rain of Rust (Directed)

"Play in any season.
Target Mundane Weapons and Armor of substance Te currently in play
inside the covenant at the beginning of the Main Phase. Damage the
targeted items by 1 point. Discard this card at the end of the
season it was played."

Wizard's March (Directed)

"Play in any season.
This event can only be directed at a covenant that previously had
a Quaesitor Investigation played against it. The player of this
Event must target a mage within that covenant. While this Event is
in play and until the targeted mage card is destroyed, any other
covenant may engage the covenant in direct mundane battle once per
season, and spells may be directed at the targeted covenant without
making the aggressor liable for a Quaesitor Investigation. Discard
this card when the target mage card is discarded, or when a year
has passed."