Level 1 Codex Grimoire
Recall Cost: 2
Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.
Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.
Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.
Level 1 Codex Grimoire
Recall Cost: 2
Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.
Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.
Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.
Level 2 Grace Ability
Recall Cost: 2
When you taunt or provoke a target within Far range, make a Presence Roll against them. Once per rest on a success, roll a number of d4s equal to your Proficiency. The target must mark Stress equal to the highest result rolled.
Level 3 Grace Spell
Recall Cost: 1
Make a Spellcast Roll (10). On a success, mark a Stress and choose yourself or an ally within Melee range to become Invisible. An Invisible creature can’t be seen except through magical means and attack rolls against them are made with disadvantage. Place a number of tokens on this card equal to your Spellcast trait. When the Invisible creature takes an action, spend a token from this card. After the action that spends the last token is resolved, the effect ends.
You can only hold Invisibility on one creature at a time.