Some spells just simply aren't as useful or powerful as others and now we have a method to balance this out: Augmentation.

Spell Augmentation Table

When a Spell is cast a character now has the option of discarding extra Spell cards to increase (Augment) the original Spells effect. Each Spell has a Augmentation Cost of 1 or 2 means how many Spells it will need discarded for it to be augmented. A character can only discard Spells from his hand and not from other sources and a Spell can be Augmented more than once.

Spell Name - Augment Cost
Description of the extra effect you get for Augmenting it


Acquisition - 2
Take one extra Object of your choice or Gold.
Alchemy - 2
Gain 1 extra Gold for each Object you convert into Gold.
Barrier - 1
Extend the duration of the Spell by 1 turn.
Bolster- 1
Add +2 to the Strength bonus given by the Spell.
Brainwave- 1
Extend the duration of the Spell by 1 turn.
Counterspell - 2
Counter the targets next Spell as well.
Craft - 2
Gain 1 extra Craft.
Destroy Magic - 2
Extend the duration of the Spell by 1 turn.
Destruction - 1
Remove one extra card.
Displacement - 1
Relocate one extra Adventurer card.
Divination - 1
Add 5 to the number of cards you may look at.
Enrich - 1
Gain 2 extra Gold.
Feeblemind - 1
Lower Craft by 1 extra point.
Finger of Death
See Below
Fireball -2
Add +2 to the Strength of the Spell
Gust of Wind - 1
Add +1 to the die roll for each Object.
Healing - 1
Gain 1 Life in addition to being fully healed.
Hex - 1
Extends the duration of the Spell by 3 turns.
Immobility - 1
Affected player immobilized on his next turn as well.
Invisibility - 1
Extends the duration of the Spell by 1 turn.
Lightning Bolt - 1
Lose 1 extra turn.
Magic Shell - 1
Extends the duration of the Spell by 1 turn.
Mesmerism - 2
Take one extra Follower of your choice.
Metamorph - 1
Draw an extra card if you wish.
Mind Steal - 2
Take 1 extra Spell of your choice.
Mini-Vortex - 1
Affect 1 extra space.
Misdirection - 1
Extend the duration of the Spell by 1 turn.
Nullify - 2
Affected player discards the next Spell he gets as well.
Preservation
See Below
Psionic Blast - 1
Increase Dtrength by extra +50% of your Craft.
Random - 2
Force the reroll of the die if you didn't like the original
Reflection - 2
Augment the reflected Spell one degree
Ressurection - 1
Add +2 to the Strength or Craft of the Enemy
Restoration - 2
Protects you from the next Event as well
Siphon - 2
Draw 1 extra Strength or Craft
Slow Motion - 1
Extend the duration of the Spell by 2 turns
Speed - 1
Extend the duration of the Spell by 1 turn
Spell Call - 2
Take the next Spell on the discard pile as well
Spell Turning - 2
Augment the turned Spell one degree
Summon Storm - 1
Add +1 to the die roll
Teleport
See Below
Temporal Warp - 1
Add 1 to the number of Turns to you may take
Temporary Change - 1
Double the duration of this Spell
Transmute
See Below
Warp Gate
See Below
Water Walking
See Below
Weakness - 2
Lower Strength by 1 extra point

An Example

For example let's take a character with the Destruction and Speed spells (Augmentation Cost: 1) and Aquisition (Augmentation Cost: 2). This gives him multiple options.

He can cast Destruction and...

not discard any other spells and just cast it as usual

discard Speed or Acquisition to Augment it once (which lets it affect two cards)

discard Speed and Acquisition to Augment it twice (which lets it affect three cards)
He can cast Speed and...

not discard any other spells and just cast it as usual

discard Destruction or Acquisition to Augment it once (which extends its duration by a turn)

discard Destruction and Acquisition to Augment it twice (which extends its duration by two turns)
He can cast Aquisition and...

not discard any other spells and just cast it as usual

discard Destruction and Speed to Augment it once (which lets it affect two objects)

Special Cases

There are just a few exceptions to these rules and six Spells require special attention.

Finger of Death - 2
Finger of Death is just too powerful and needed weakening. Augmenting it allows it to take an extra Life.

Preservation - 2
Add a Life counter to the a Follower or Enemy affected. If they would be destroyed remove the Life counter.

Teleport - 2
Move to the space of your choice on the opposite side of the Storm River if you wish.
Transmute - 1
Transmute is overpowered and needs to be toned down a notch. Augmenting it allows it to affect one extra object.

Warp Gate - 2
If Augmented put this Spell on the board and now treat it as a Place.
It will not fade away if a player uses it but can be destroyed like any other Place on the board.

Water Walking - 2
Move to the space of your choice in the same region if you wish.
Way ot Lotus - 2
Gain an extra +1 Craft bonus and a +1 bonus to Strength and Craft if you fight while your Astral form is abroad.

Minor Rule Changes

1. Spells cannot be Augmented in the Ruins or Cursed Glade.

Alternative Abilities

Useful for: Dwarf, Dark Elf, and Warrior of Chaos

Useful for: all Characters that begins with Spells.



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