Spells   Type Cost Description
Blight r Spell 2 Discard two Domains from play, at least one which you control.
Counterspell u Spell 2 A Spell which has just been cast is negated.
Dark Alliance u Spell 3 Play when a Warrior undertakes a Creature or Knight Quest. Add Endurance of any other Quest card in play to Endurance of the one he is fighting for the remainder of that player's Turn. If Warrior overcomes Quest, both cards are discarded and Warrior gains only the Valor for Quest originally undertaken.
Dolorous Blow r Spell 4 Play after any Challenge combat to prevent a Knight from being able to spend Valor for healing. This does not prevent other forms of healing.
Enchanted Sleep u Spell 2 Warrior may not take any actions until start of controller's next Turn.
Enthrall r Spell 3 Play after a Quest in which a Creature was overcome. After Questing Warrior receives his Reward, defeated creature is returned to play as his Companion. If that Warrior is later challenged he may designate the Creature as his Champion.
Eternal Brand c Spell 3 Play before combat to make all damage dealt by one Knight in that combat Dolorous.
Gift of Three Mothers u Spell 2 Discard two cards from your hand. Draw three cards from your Play deck.
Healing Draught u Spell 1 Warrior's Endurance is immediately returned to full value, unless his Endurance is 0 or below.
Holy Grace c Spell 1 No spells may be played on Knight until he initiates a Quest or Challenge.
Living Wood u Spell 2 Play on a Warrior who has just initiated a challenge. That Warrior must undertake a Quest card in play chosen by the caster of this spell instead of undertaking his challenge.
Love Philtre c Spell 1 Transfer a Lady you control to any other Knight of your choice.
Madness r Spell 4 Treat Warrior as if he has no Rewards or Companions until he gains a total of at least 3 Valor from overcoming Quests.
Prophecy c Spell 1 Look at the top three cards in any one Court or Quest deck, returning them in any order.
Revenant u Spell 2 Warrior who has just overcome a Quest receives no Valor or Reward and must immediately undertake that Quest again. Endurance is not restored between these Quests.
Spirit Guardian u Spell 3 Give Warrior Armor 2 until end of Turn.
Spirit Guide c Spell 2 Warrior gains +5 Prowess for one attack roll. Spirit Guide must be cast before attack roll is made.
Subdue Beast u Spell 2 Play at the beginning of a creature Quest. Quest is completed successfully without combat. Value of Quest becomes 1 Valor.
Touch of Wayland r Spell 3 Each player must discard one Weapon, Shield or Armor from play.
Vision of Death c Spell 1 Companion may not use any abilities until start of controller's next Turn.
Wizard's Glamour c Spell 1 Knight may avoid a challenge without loss of Valor. Must be played before combat.