📚 Codex

How to Play

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Objective

Reduce your opponent's HP (hearts) to 0 before they defeat you. The first wizard to land a finishing blow wins.

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Resources

HP (hearts) keeps you alive. Mana (💧, max 5) powers chanting and active skills. Energy (⚡, 2 per turn) pays for playing cards.

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Turn Flow

At the start of your turn you draw 2 cards, regain 2 energy, and any chanted card becomes ready. At end of turn, keep at most 4 cards (discard down if needed).

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Card Types

Curse — deals damage (needs SP check). Spell — utility & counters. Charm — enchantments & effects. Mythic — powerful unique cards. Weapon & Item — equips granting bonuses and extra energy each turn.

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SP Check

Most attacks require a Spell Power check: roll 2d6. If the total ≥ the card's SP (adjusted by weapons, items, counters, and chants), it hits. A double-6 is a Spell Crit — draw 2 cards!

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Chanting

Pay 1 Mana to place a non-Spell card face-down in your chant slot. Next turn it becomes ready. Playing a chanted card triggers its chant effect (often SP reduction or bonus damage) and may ignore its energy cost.

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Countering

When an opponent targets you, respond with a counter card — Teleport (dodge), Barrier/Dominium (raise SP), Finite/Luxvallarus (nullify), or Echo (reflect). Counters can be played from hand or a ready chant slot.

Character Skills

Every wizard has an Active Skill (costs Mana, used on your turn) and a Passive Skill (triggers automatically). Visit the Character Skill page to learn each wizard's abilities.

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