The complete spell reference, including card quantities, effects and casting conditions.
Phantom Mask
4 cardsSecretly look at the colour of the active Fate Orb, then discard it face-down. The other living player may challenge: if the Orb was Safe, the challenger loses 2 Life Orbs; if it was Lethal, the caster loses 1 Life Orb. If nobody challenges, the turn ends. Casting Phantom Mask always ends the Fate turn. Must be used before the Fate Orb is revealed.
Double Barrel
3 cardsIf the active Fate Orb is Lethal, it deals 2 Life Orbs of damage instead of 1. Cannot be combined with another Double Barrel. Must be cast before the Fate Orb is revealed.
Pact of Pain
3 cardsIf the revealed Fate Orb is Lethal, every living player, including the caster, takes damage. Cannot be combined with False Echo. Must be cast before the Fate Orb is revealed.
False Echo
4 cardsIf the Fate Orb is Lethal, redirect its damage to another player of your choice. The targeted player may use Crimson Hood to block the incoming damage. Must be cast before the Fate Orb is revealed.
Fate's Folly
4 cardsAfter casting, you may pass the active Fate card to any other player. The receiving player may use Revenant's Justice against the player who passed it.
Revenant's Justice
2 cardsIf the active Fate Orb is revealed as Lethal, steal 1 Life Orb from the player who passed you that Fate card using Fate's Folly. It can only be used against the player who passed the card to you. Must be cast before the Fate Orb is revealed.
Craven Hook
3 cardsDiscard 1 random Fate Orb from the Fate draw pile. Must be cast before the active Fate Orb is revealed.
Whisper of the Void
4 cardsSecretly look at the top 2 Fate cards and rearrange them in either order. If you have already drawn a Fate card, treat that active card as the top card of the Fate pile. Must be cast before the active Fate Orb is revealed.
Specter's Swap
4 cardsSwap the active Fate card with one face-down card chosen from the Fate draw pile. You do not see the colour of the chosen card. Must be cast before the active Fate Orb is revealed.
Crimson Hood
5 cardsBlock any incoming damage, including damage redirected by False Echo. Can be cast after the Fate Orb has been revealed, when damage is incoming.
X-Ray Locket
4 cardsSecretly look at the colour of the active Fate card. Any player may cast it at any time while a Fate card is active.
Second Glance
4 cardsSecretly look at the opponent's next Fate card draw. It is offered immediately before the opponent's turn, and only a player who has Second Glance in their hand receives the private option to cast it.
Revenant's Favorite
1 unique cardOnly usable while you have a Fate card in play. Choose one: regain all your lost Life Orbs, or instantly kill a player who still possesses their Blessed Dice. Can be cast even after you are dead.
Mimicry
4 cardsCopy the most recently played Spell, regardless of which other player played it. The copied Spell keeps its original effects, restrictions and casting conditions. Mimicry can only be used if you have a Fate card in play.
Blessed Dice
Separate · 1 per playerBlessed Dice is not part of the Spell deck or Spell hand. Each player has one separate Blessed Dice. When that player's Life Orbs reach zero, Blessed Dice activates automatically and revives them with 1 Life Orb. Once used, it cannot be used again.