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Dark Mages

Dark Mages Rulebook

Table of Contents

Table of Contents

  • How to Play
  • Preparation of a Game
  • Turn Structure
  • Defeat an Opponent
  • Designation of the Winner
  • Types of Cards
    • Characters
    • Spell (Attack Phase)
    • Hex (Attack Phase)
    • Scroll (Attack Phase)
    • Companion (Preparation Phase)
    • Skill (Preparation or Attack Phase)
    • Defense (Preparation or Attack Phase)
    • Magic Item (Preparation Phase)
    • Potion (Preparation Phase)
    • Healing (Preparation Phase)
    • Artifact (Preparation or Attack Phase)
  • Attributes
  • Magic
    • Reference Table
  • Glossary
  • Version 1.0 Rules
    • The Objective
    • The Deck of Cards
      • Characters
      • The four corners of a character card
      • Spells
      • Companions
      • Skills
      • Defenses
      • Magic Items
      • Potions & Healing
      • Artifacts
      • Enemies
      • Hexes

How to Play

Dark Mages is a card game mixing role-playing, luck, and strategy turn-based aspects. The game includes 7 polyhedral dice and 120 cards, including 8 Character cards with unique attributes and 112 playing cards.

One after the other, clockwise, each player performs the phases of their turn.

The goal is to defeat all your opponents by reducing their number of hit points to 0.

Preparation of a Game

  • To begin, each player draws a random character card and places it on the table in front of them. Each magician starts with 60 hit points, an arcane caster level of 1, and an armor class of 10.
  • Shuffle the stack deck, and distribute 5 cards per player.
  • Each player rolls die with 20 faces, and the one with the highest score will go first.

Turn Structure

Preparation Phase: This phase is designed to prepare you for the battle. You may place on the table or replace Magic Item cards, play a Healing card, and a Potion card. You can also place a Companion by your side or replace the one you already have. If you replace a Magic Item or Companion card, discard the one you removed in the discard pile.

Attack Phase: Once a turn, you can attack an opponent of your choice using either a Spell, Hex, Scroll card, or your cantrip.

Some cards require that you first make an attack roll using 1d20 to confirm that your attack will hit the target and inflict damages.

If you have a companion in attack mode, it can attack once per turn after you. First make an attack roll to confirm your companion will hit the target and inflict damages.

End Phase: You can discard 1 card from your hand and draw the number of cards you need to have a total of 5 cards in hand.

Defeat an Opponent

A player is considered defeated when their number of hit points is reduced to 0. That player must discard his hand but leave his character and his equipped magical items on the table.

The player who defeated an opponent can choose a magic item on the fallen character, but the victorious player should immediately equip this item on their character or use it to replace an object they already carry. The item replaced is discarded.

If a companion deals the fatal blow, the victorious player cannot take a magic item.

Designation of the Winner

The winner is the player or team that manages to defeat all other players by reducing their number of hit points to 0.

Types of Cards

The basic Dark Mages game includes several types of cards.

Characters

The Character cards represent your magician throughout the game. Each corner has a symbol and its own color and serves as an attachment point to equip magical items with the same symbol so that your character's attributes can be increased.

They show the magic sphere for which your character receives a bonus. In addition, they indicate what cantrip serves as your basic attack when you don't have any attack cards.

They also show the attributes of your character, including its number of hit points, armor class, and arcane caster level.

Spell (Attack Phase)

Spell cards allow your magician to attack an opponent. First you have to complete an attack roll to determine if the spell will hit your target. Each spell has a magic sphere with the number 1, 2, or 3. This number represents the minimum arcane caster level required to cast the spell.

Discard the Spell cards after they have been used.

Hex (Attack Phase)

Hex cards allow your magician to curse an opponent. No attack roll is required to play this card, as the opponent is entitled to a saving throw, giving that player the chance to avoid the curse.

Discard the Hex cards after they have been used.

Scroll (Attack Phase)

Scroll cards allow your magician to throw a spell with no attack roll necessary. The opponent is entitled to a saving throw, giving that player the chance to avoid the spell.

Discard the Scroll cards after they have been used.

Companion (Preparation Phase)

Companions are creatures that accompany your character during battle and can have 2 roles: attacker or defender. During the preparation phase, place your companion face up on the table, indicating its role:

  • Defender: Place your companion horizontally. It becomes a natural shield for your magician. Whenever your magician is attacked, the companion takes the damage on his behalf and defends him for as long as it has hit points remaining. Once the companion's number of hit points is reduced to 0, discard the Companion card.
  • Attacker: Place the companion vertically. Once per turn, after your attack, the companion can attack an opponent of your choice using an attack roll first, but opponents can also attack your companion. Once the companion's number of hit points is reduced to 0, discard the companion card.

The mode of the companion must be specified when the card is placed on the table and may not be changed. You can have only 1 companion at a time, but you can replace it during your turn by discarding it.

Skill (Preparation or Attack Phase)

Skill cards allow your magician to use a special ability that grants him benefits. You can play only 1 Skill card per turn.

Discard the Skill cards after they have been used.

Defense (Preparation or Attack Phase)

When your magician is attacked, place the Defense card on the table before the opponent's attack roll.

In some cases, a Defense card can be deflected by another Defense card. Discard the Defense cards after they have been used.

Magic Item (Preparation Phase)

Magic Item cards can increase the power of your character, either his attack or defense, depending on their effects. Equip your character with a magic item by placing the symbol of the Magic Item card over its corresponding symbol on your Character card. You can place or replace a maximum of 4 Magic Items during your turn but can only attach 1 card per symbol.

Discard the replaced Magic Item cards after they have been used.

Potion (Preparation Phase)

Potion cards represent potions that provide different bonuses. They have various duration and effects, but only 1 Potion card can be used per turn.

Discard the Potion cards after they have been used.

Healing (Preparation Phase)

Healing cards allow the magician to recover the number of hit points indicated on the card. The maximum number of hit points, which is 60, can never be exceeded.

Discard the Healing cards after they have been used.

Artifact (Preparation or Attack Phase)

Artifact cards can be found in various categories and represent legendary relics that give your magician extremely powerful attributes.

Discard the Artifact cards after they have been used (except for the Magic Items).

Enemy (As soon as drawn)

Enemy cards can be drawn throughout the game by any player. They must all be immediately placed on the table as soon as they are drawn. No action may be taken against other players as long as the enemy is on the table.

Encounter: Encounters attack all players once at the same time before leaving. Only a saving throw or Dodge card can counter their attack.

Discard the Encounter cards after the attack of the enemy is over.

Tenacious Enemy: Tenacious enemies have hit points, attack damages, and an armor class indicated on their card. They absolutely must be defeated for the game to resume normally. They start by attacking all the magicians at the same time (only a saving throw or Dodge card can counter their attack) who then unite against the enemy and take their turns. After every magician has their turn, the enemy attacks again, and turns alternate as such until the tenacious enemy is defeated.

Discard Tenacious Enemy cards after the enemy is defeated.

Black Cards

Black cards are very rare and can be found in all categories. Marked with the letters BC (black card), they are added randomly in the game boxes or expansion packs in very limited quantities.

Attributes

Each character has its own attributes, but it is possible to improve them in various ways during the game.

Hit points: Each character starts with 60 hit points. This number decreases or increases throughout the game but can never exceed 60.

Armor class: The armor class is the resistance of the character, which indicates the number that the opponent must have or exceed to complete a successful attack roll. Each character starts with an armor class of 10, and it may vary during the game.

Arcane caster level: This symbol represents your magician's arcane caster level, which starts at 1.

Magic

Magic Spheres: Magic spells are divided into categories called "magic spheres." Characters can cast magic spells from different spheres, but each of them specializes in 1 sphere that grants them additional bonuses identified in the reference table.

Sphere Bonus: Each character has a sphere bonus. When you play a Spell card that is the same color as your magician's own magic sphere during the attack phase, you get an additional +1 arcane caster level, and you can add +1 to your attack roll. If an opponent plays a Spell card that is the same color as your magic sphere, your magician's armor class is increased by 3.

Cantrips: Cantrips are basic magic spells specific to your magician that you can use as an attack if you have no attack cards (Spell, Hex, or Scroll). Cantrips cannot be combined or added to another attack.

Arcane caster level: The arcane caster level of your character determines the power of his attacks. It varies throughout the game based on the arcane bonus associated with your equipped magic items. Initially, your character has an arcane caster level of 1, allowing him to cast all spells having the same number. If he reaches the arcane caster level 2, the magician can cast level 2 spells and so on.

During an attack, the arcane caster level is directly related to the number of dice that you can use to inflict damage. It influences the first digit of the polyhedral dice designations. If your character has an arcane caster level of 1, you can roll "1d6." If he reaches the arcane caster level 2, you can roll "2d6" and so on.

Reference Table

The table below shows the different characters, their cantrips, and magic sphere bonus:

[Not transcribed: the table is an image in the source page and is not available in the captured text.]

* If an opponent uses an attack of the same type as your magic sphere on you, your armor class increases by 3.

Glossary

Armor Class: The armor class is the resistance of your character and determines the difficulty the enemies will have to hit your character. It indicates the result that the opponent must roll with the dice to have a chance to inflict damage. The basic armor class for every character is 10, and it can go up or down during the game.

Attack Roll: The attack roll represents the attempt of a magician to hit an opponent during the attack phase. To make an attack roll, roll 1d20 and add your bonus if you have any. If the final result is equal to or greater than the opponent's armor class, you can proceed and roll the dice as per the attack card and deal the damage indicated.

Critical Hit: If you get 20 making your attack roll, the result is a critical hit. The damage dealt to your opponent is doubled.

Fumble: If you get 1 making your attack roll, the result is an automatic miss, and you will receive the damage of the attack.

Damages: Any successful attack deals damage equal to the number of dice indicated on the card, for example, "1d6." In addition, bonus damage applies in the form of extra dice equal to your arcane level. For example, if your magician has an arcane caster level of 2, "1d6" becomes "2d6." The same applies for the following levels.

Discard Pile: The discard pile is where players throw away their cards during the game.

Hit Points: Each player starts with 60 hit points. This number decreases or increases throughout the game but can never exceed 60. The character is considered dead if it is left with no (0) hit points.

Polyhedral Dice: The game uses 7 different polyhedral dice (d4, d6, d8, d10, d12, d20, and d00). The number of faces on the die often determines its name.

In "1d6," the first digit indicates the required number of die rolls, the letter means "dice," and the second digit is the type of dice to use. In the case of a "2d10" attack, you must roll the 10-sided die twice and add your results to know the amount of damage points dealt.

To simulate "1d100," a die with 100 faces (percentile dice), roll the 10-sided die twice. The first result stands for the tens and the second for the units. Two zeros make 100.

Saving Throw: The saving throw allows a magician to avoid some attacks when mentioned in a card description. For a successful saving throw, you have to roll a number lower than your own armor class with a "1d20."

Stack: The stack is the shuffled, not distributed deck of cards placed face down that players can draw from during the game. Once no more cards are left in the stack, shuffle the discard pile to create a new stack.

Version 1.0 Rules

The same web page also carries the earlier "Version 1.0" rules text, transcribed below as printed. Where it differs from the Version 1.5 rules above (for example the Deposit Phase, the Companion options and the Enemy resolution), the page does not say which prevails; Version 1.5 is the current version. The Version 1.0 Introduction is the page's theme text.

Northland: A vast continent with lush forests bordered by mighty hills and mountains. On the plains of Thärin, eight magicians battle for power. Only one will emerge victorious and become ruler of the land.

The Objective

You must survive! Only one magician can prevail. The player that can reduce their opponents’ hit points to zero (0) wins. To maximize enjoyment, there are two ways to play Dark Mages: Solo Mode: The last magician alive wins the game! Alliance Mode: Team up with other magicians and the last team alive wins the game!

The Deck of Cards

Dark Mages has 120 play cards divided into 12 categories:

  • Characters
  • Spells
  • Companions
  • Skills
  • Defenses
  • Magic Items
  • Potions & Healing
  • Artifacts
  • Enemies
  • Hexes
  • Scrolls
  • Black cards

Characters

Drawn randomly at the beginning of the game, these play cards represent the magicians. There are eight classes in total:

  • The Enchanter
  • Cleric
  • Druid
  • Necromancer
  • Fire Conjurer
  • Water Conjurer
  • Earth Conjurer
  • Air Conjurer

The four corners of a character card

You will notice each that character card has four colored corners, including a letter. Each of the colors and letters is connected to the name of an item that increases the attributes of your magician.

  • The red corner (letter S) is for wielding a staff.
  • The blue corner (letter R) is for wearing a robe.
  • The green corner (letter R) is for wearing a ring.
  • The purple corner (letter A) is for putting on an amulet. Only one specific item per corner may be placed at any given time. See the Magic Items and Artifacts cards sections for more details. Each character has strengths determined by their magical sphere. These strengths increase the scope of the attack, arcane levels, and damage points as well as the armor class when the attack is from a card of its own magical sphere (see: Magic).

Spells

Spells are cast during the magician’s attack phase. Each card is represented by a magical sphere and has a number on the inside (1, 2, or 3). This number represents the character’s arcane level and can be modified based on the magical sphere (see: Arcane Level). You cannot play a spell card once your turn is over. The damage done by spells depends on the arcane level of the magician and their specialty.

Companions

Companions are animals or monsters that become an ally for your magician. Your companion’s attributes are described on its card. A player may have only one companion at any given time. You may replace a companion if you find a more suitable one. Two play options are possible for companions, and players must pick which version will be used. Shield option: The companion shields you from attacks. If your character is hit, deduct the damage from your companion’s hit points first until it dies. The companion cannot attack. Ally option: The companion attacks either enemy magicians or their companions. Players decide the target, which may vary from one round to the next. The companion cannot be used as a shield. Animals and monsters cannot use magic items.

Skills

Skills cards allow players to use special powers that will give them an advantage, such as stealing magic objects from adversaries, and more. Depending on their descriptions, they can be added to your attack or played during your attack.

Defenses

If you’re being attacked, Defense cards have the power to defend you and/or counterattack. They can be directly put down when you’re being attacked. Depending on their attributes, they can evade or block an attack, send a magic spell back to adversaries, and more.

Magic Items

Magic Items cards (staffs, robes, rings, and amulets) increase the attack or defense attributes of your character.

  • Amulets have miscellaneous effects
  • Rings increase the Arcane Level
  • Staffs add an attack bonus
  • Robes provide different types of protection They have only one colored corner and letter. Magic objects are placed in a precise order around your character card. For example, the red corner accompanied by the letter S of a staff card joins the red corner also with the letter S of the character card. Please note that only one specific object can be placed per colored corner for a maximum of four, but new ones may replace them during a battle. Unused items are removed and placed in the discard pile.

Potions & Healing

The Potions cards represent magic concoctions that kick in when they’re consumed and have the power to increase the magician’s strength for attack or defense depending on the description. The effects they produce are fleeting and depend on the type of potion. The player can attack after using a Potion card. The Healing cards are represented as potions. A Healing card allows the player to win back the number of hit points listed on the card. You cannot exceed a player’s maximum number of hit points (60). Only one Healing card can be played per round. The player can attack following the use of a Healing card.

Artifacts

Artifacts are legendary relics that increase the magician’s attributes in a spectacular way. When discovered, artifacts highly influence the outcome of a battle. Some of these play cards also have only one corner with a color and letter. They may replace a magic object by occupying its space around the character card. A maximum of four artifacts may be used at all times.

Enemies

If an enemy card is picked, it must be immediately placed in the play pile. Players cannot act and must make a saving throw. If the save fails, players take full damage of the enemy’s attack. If the save succeeds, only half damage is applied. Magicians that are invisible when an enemy arrives are immune from any effects.

Hexes

Hexes cards allow you to curse another player. By putting this card down in front of an adversary during the attack phase, that person can make a saving throw but if unsuccessful, the player is hit with the effects of the curse listed on the card. Playing a Hex card is considered an attack.

Scrolls

Scroll cards are considered spells written down on paper. Each scroll card can be used only once according to its description. Playing a Scroll card is considered an attack.

Black Cards

Black cards are extremely rare. Found randomly in certain packages, you might be the lucky player to have one! Black cards can be characters, spells, magic items, scrolls, potions, healings, hexes, defenses, skills, enemies, companions or artifacts.

How to play

How to play Dark Mages

  1. To begin, each player draws a random character card and places it on the table in front of them.
  2. Each magician starts with 60 hit points, an Arcane Level of one (1), and an armor class of 10. (A character is dead when hit points are reduced to zero (0). Use a sheet of paper to keep track of hit points.)
  3. To determine who starts the game, each player rolls one d20 for the initiative test, and the one with the highest score gets to go first. Players who have the same highest result must reroll the die between them until a victor emerges.
  4. The starting player shuffles the main deck and distributes 5 cards per player. They may now begin. After completing their battle round, going clockwise, the next player gets their turn.
  5. The game begins.

Turn Structure

A turn has four phases, in this order:

  1. The Deposit Phase
  2. The Attack Phase
  3. The Companion Phase (Ally Option)
  4. The End Phase

The Deposit Phase

A player can put down or replace a maximum of four magic objects during the deposit phase. A player can use only one Healing card to increase their number of hit points during the deposit phase. A player can put down or replace one companion.

The Attack Phase

A player can play only one Attack card per round except for certain cards that require additional cards. When your magician casts a spell, you roll 1d20, and if that exceeds your adversary’s armor class, the hit goes through and inflicts damage.

The Companion Attack Phase

A companion, in ally option, can attack a target player once per turn. When your companion attacks, you roll 1d20, and if that exceeds your adversary’s armor class, the hit goes through and inflicts damage.

The End Phase

One card from your remaining hand may be discarded. Take up to 5 new cards from the play deck. Your turn ends. Note: If an enemy card is picked during this phase, it must be immediately placed in the play pile. You cannot pick an extra card.

Dice

This game is played with the following dice:

  • d4 (4-sided die)
  • d6 (6-sided die)
  • d8 (8-sided die)
  • d10 (10-sided die)
  • d12 (12-sided die)
  • d20 (20-sided die)
  • d00 (10-sided die) The rules use many abbreviations in reference to the dice, for example, “1d6 plus the arcane level” (which means “the sum of a 6-sided die plus the arcane level”). The first letter refers to the number of dice to roll. The second (right after the “d”) refers to the type of dice to use. Percentile dice: Generate a number between 1 and 100 by rolling the d00 for the tens digit and a d10 for the ones digit. For example, if you roll a 50 and a 9, the number is 59. Magician’s Attributes

Hit Points

Hit points are related to a magician’s life. When attacked, a certain number of hit points are lost. When healed, hit points are added back on. Hit points will vary during a game. Each magician starts with 60 points, and this total cannot be exceeded for the duration of the game. A character is dead when hit points are reduced to zero (0).

Damage

All successful attacks inflict damage corresponding to the die listed on the card, for example, “1d6 plus the arcane caster level.” Bonus damage points can be added by rolling additional dice depending on the arcane level. Damage is subtracted from their current hit points. Sometimes, damages have to be multiplied by a given number, for example, when a hit is automatically successful (or a critical hit). In that case, the total is calculated by rolling the damage points die and multiplying it by a factor of 2.

Initiative

Before starting the round, every player undergoes an initiative test to determine who goes first. To do that, every player rolls 1d20, and the one with the highest score starts the game. If there’s a tie during the initiative test, the two tied players roll 1d20 again, and the one with the highest score starts the game. If there’s still a tie, the two players should do heads or tails for the initiative test. The players go clockwise until there’s a victory.

Attack Roll

An attack roll is when a character tries to hit their adversary on their turn. To complete an attack roll, you roll 1d20 and add the character’s attack bonus (staff) and/or based on the magical sphere (specialty). If the total exceeds your adversary’s armor class, the hit goes through and inflicts damage.

Automatic Misses and Hits

A natural 20 on an attack roll is a critical hit. You automatically hit your opponent regardless of their armor class. Your damage is multiplied by a factor of 2. Vice versa, a natural 1 on an attack roll is a fumble. Your attack automatically fails regardless of your attack bonus. Damage from your attack is applied to your character.

Attack Bonus

An attack roll is modified by the staff and/or the magical sphere. The game has two possible staffs (staff +1 and staff +2). Example 1: If you have the staff +1, your attack will be calculated as follows: 1d20 + staff modifier. You roll 1d20 and if your adversary has an armor class of 10, you have to have rolled a 10 + the staff modifier, which gives you 11. Example 2: You cast a spell within your magical sphere. Your attack will be calculated as follows: 1d20 + magical sphere modifier (+1). You roll 1d20 and if your adversary has an armor class of 10, you have to have rolled a 10 + the magical sphere modifier, which gives you 11.

Armor Class

The armor class represents how much difficulty adversaries will have inflicting damage on your character. It represents the final number your enemy has to achieve to inflict damage. The base armor class is 10 and is calculated as follows: 10 + bonus from a defense cloak and/or magical sphere (specialty).

Other Modifiers

Some cards can alter a magician’s armor class (spells, scrolls, and others). These factors can temporarily increase or decrease the armor’s effectiveness depending on their descriptions.

Saving Throws

In certain cases, damage made by attacks may be evaded or reduced if a saving throw is made. The player must throw a d20 and add their staff bonus. If the score is equal to or lower than their armor class, they succeed. If the score is higher, the save fails, and the character must suffer the consequences.

Magic

Magic spells are categorized into groups called magical spheres. All magicians are able to cast magic spells from the different magical spheres, but every magician has a specialty magical sphere that gives them extra bonuses. For example: A fire elementalist with an arcane level of two (2) is a specialist in magic spells from the fire sphere. They decide to throw a fireball at their adversary. The total number of damage points is 3d6 (2d6 from their arcane level and one additional d6 because of their specialty). A specialty magician also has an attack roll bonus of +1 with the magic spells from their magical sphere and an armor class bonus of +3 if an adversary casts a spell from their own magical sphere.

Arcane Level

The strength of a spell often depends on the arcane level of the player casting it, which is generally modified by their magical sphere and their characteristic modifier (ring). All spell cards correspond to a sphere and include a number in the top left-hand corner. This number represents the minimum arcane level needed to cast this spell. All players have a base arcane level of one (1), which allows them to cast all sorts of magic spells with the number one (1). To increase your arcane level, you have to possess a ring of arcane. The game has two available rings of arcane (ring of arcane +1 and ring of arcane +2). With the ring of arcane +1, your character will have an arcane level of two (2), which allows them to cast all sorts of magic spells with the number two (2). With the ring of arcane +2, your character will have an arcane level of three (3), which allows them to cast all sorts of magic spells with the number three (3). Example: An Enchanter without a ring has a base level of one (1). They cast a spell, freeze arrow (1), and the damage points inflicted on their adversary will be 1d6. This same Enchanter, now in possession of a ring of arcane +1, will have an arcane level of 2. Besides being able to cast all sorts of magic spells with the number two (2), their damage points will now be increased by +1d. In the freeze arrow example, the player will now inflict 2d6 damage points on their adversary.

List of spheres and associated spells

Common

Specialist class: None No additional damage die may be applied regardless of your class. Spells:

  • Black Tentacles
  • Shadow Trap
  • Magic Explosion
  • Dead Warp
  • Acid Ball
  • Drowning Sphere
  • Spontaneous Combustion
  • Boiling Blood
Battle

Specialist class: Enchanter The battle sphere is the Enchanter’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Magic Missile
  • Snakebite
  • Strangulation
Life

Specialist class: Cleric The life sphere is the Cleric’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Cure Serious Wounds
  • Hammer Strike
  • Harm
Death

Specialist class: Necromancer The death sphere is the Necromancer’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Summon Skeleton
  • Vampire Hunger
  • Dark Soul
Nature

Specialist class: Druid The nature sphere is the Druid’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Forest Army
  • Savage Roots
  • A Murder of Crows
Fire

Specialist class: Fire Conjurer The fire sphere is the Fire Conjurer’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Fireball
  • Flame Strike
  • Flame Blade
Air

Specialist class: Air Conjurer The air sphere is the Air Conjurer’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Lightning Bolt
  • Cone of Cold
  • Windstorm
Water

Specialist class: Water Conjurer The water sphere is the Water Conjurer’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Freeze Arrow
  • Ice Blast
  • Tidal Wave
Earth

Specialist class: Earth Conjurer The earth sphere is the Earth Conjurer’s specialty. This sphere endows them with an additional arcane level, a +1 bonus on their attack roll, and a +3 protection on their armor class when they’re being attacked by their own sphere. Spells:

  • Magic Stone
  • Quicksand
  • Earth Golem

Winning the Game

The winner is the magician or team that manages to defeat all the other players by reducing their number of hit points to zero (0). When a player is defeated, they have to discard their magic cards but leave their character and magic objects in front of them except for players defeated with magic spells that say the opposite.

Enemy (As soon as drawn)
  • Black Cards
  • Scrolls
  • Black Cards
  • How to play Dark Mages
  • Turn Structure
    • The Deposit Phase
    • The Attack Phase
    • The Companion Attack Phase
    • The End Phase
  • Dice
    • Hit Points
    • Damage
    • Initiative
    • Attack Roll
    • Automatic Misses and Hits
    • Attack Bonus
    • Armor Class
    • Other Modifiers
    • Saving Throws
  • Magic
    • Arcane Level
    • List of spheres and associated spells
      • Common
      • Battle
      • Life
      • Death
      • Nature
      • Fire
      • Air
      • Water
      • Earth
  • Winning the Game