| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | |||||||||||||||
2 | RED | GREEN | BLUE | GREY | WHITE | BLACK | JESTER | ||||||||
3 | gain red | gain green | gain blue | no gain | gain other | lose other | special gain | ||||||||
4 | |||||||||||||||
5 | Shine | Breath | Rain | Pass | ___ Gift | Eclipse | Feed ___ | ||||||||
6 | Weather | Weather | Weather | Courtesy | Share | Weather | Share | ||||||||
7 | The sun's rays pierce the atmosphere more easily. | A cleansing wind moves in a chosen direction. | Rainclouds condense more easily. | Let it be known you do nothing this turn. | Combine with a courtesy spell and choose someone on the waitlist- they get a random number of raffle tickets. Thanks. | The next night the moon will be gone. All golems and villagers can PM their actions. | Combine with Golem to help them harvest food: stones, roots, or clay. Gain color based on their strongest affinity. | ||||||||
8 | |||||||||||||||
9 | Lift | Sow | Sink | Part | Assist ___ | Command ___ | |||||||||
10 | Terraform | Terraform | Terraform | Courtesy | Amplifier | Experience | |||||||||
11 | Raise the land nearby. Mountains resist trees and altitude aids weather spells. | Grow trees nearby. Best when sunny with moist soil. Trees resist terraforming. | Lower the land nearby. Trees sprout more easily near water. | Leave the game. Can return later(if a spot is open). | Help a mage cast their spell. | Combine with Golem to give them an assignment. Gain color based on their strongest affinity. | |||||||||
12 | |||||||||||||||
13 | Test | Study | Examine | Wide ___ | Ride ___ | ||||||||||
14 | Experience | Experience | Experience | Modifier | Travel | ||||||||||
15 | Interact with an object or person nearby, especially to determine their physical qualities and honesty. | Interact with an object or person nearby, especially to determine their history. | Interact with an object or person nearby, especially to determine their relationship and usefulness to you. | Combine with a color terraform spell for a broader and less rich variant of the spell. | Use a large beast or golem as a mount. Gain color each turn based on the beast's affinity. | ||||||||||
16 | |||||||||||||||
17 | Golem | Beast | Invite | Far ___ | ___ Prism | Null | ___ Harmony | ||||||||
18 | Summon | Summon | Summon | Modifier | Colorize | Colorize | Colorize | ||||||||
19 | Create a humanoid golem companion. | A chosen animal appears and begins to populate the land. | Cast in an empty house... | Combine with a color terraform spell to cast a weaker version at distance. | Choose a color. From now on, other color spells become the chosen color when cast without an amplifier. | Gain color normally. | Choose two colors. From now on, gain the lowest from color or jester spells cast without an amplifier. | ||||||||
20 | |||||||||||||||
21 | Intense ___ | Wise ___ | Flawless ___ | Modest ___ | Bright ___ # | Dark ___ | Juggle ___ | ||||||||
22 | Class | Class | Class | Class | Amplifier | Amplifier | Modifier | ||||||||
23 | If red is atleast 4 levels above your others, combine with a red spell: more interesting things will happen. | If green is atleast 4 levels above your others, combine with a green spell: it will not overshoot. | If blue is atleast 4 levels above your others, combine with a blue spell: it will not fail. | If all colors are atleast within 4 levels, combine with a color spell: it will get 1 reroll if a fail or overshoot. | Combine with any color spell to up it's power, max 16. Unstable if lower in that color. May add 1 Class spell, replace "Bright". | Combine with any color spell to randomly up its' power and remove any chance of failure. Beware.... | Combine with 1 color spell of each: each will get 1 reroll if it DOESN'T fail or overshoot. Gain a random color. | ||||||||
24 |