#Spell NameEffect
1Might1 x Unit in Combat "Counts as" 1 Higher Strength
2Fervor:1 x Unit in Combat "Counts as" 1 Higher Offense
3Stalwart:1 x Unit in Combat "Counts as" 1 Higher Defense
4Ward:1 x Unit in Combat "Counts as" 1 Improved Category of Armor (max "Heavy Armor")
5Celerity:1 x Unit in Combat "Counts as" 1 Higher Combat Speed
6Forced March:When assisting Units, all assisted Units are treated as 1 overland speed faster.
7Armament:1 x Combat unit is treated as having your choice of "Ranged Weapons", "Melee Weapons", or "Shields", even if that unit already has their max number of weapons equipped.
8Midas Touch:You produce a 4GP Gem per month (at the end of the month)
9Cornucopia:You produce 2 Foodstuffs per month, per lair (at the end of the month)
10Seer:When assisting Unit with Scouting, +10 to Scout Check
11Druid-Lore:When Assisting in Harvesting Resources, provides +10 bonus to action.
12Silver-Tongue:When Conducting Diplomacy at a CP, temporarily Improve prices offered.
13True-Cause:When Conducting Diplomacy at a CP, reduce initial recruitment cost of Units.
14Napoleon:When making Morale and Loyalty checks, you gain a +10 bonus to maintain a hold on your Units.
15Shroud:When Assisting a Unit in Scouting, you reduce the chance of discovery by 5%.
16Telescoping:When Assisting a Unit in Scouting, you gain more accurate readings of enemy Units sighted.
17Runesmith:When Assisting a Unit in Crafting Items, you gain a +10 bonus to the Craft Roll.
18Mind Leech:During Combat, you may select one enemy Unit, it is forced to make a morale check at the start of combat.
19Force Cage:Whenever you win a combat, pick one Unit (from a list of names/races), you automatically capture this Unit.
20Earth GolemPay 10 x Next Renovation Level in GP to Renovate one room of your lair.  Only works for Basic Renovations.

Name: Might
Description: 1 x Unit in Combat "Counts as" 1 Higher Strength.
Full-Text: 1 x Unit in Combat "Counts as" 1 Higher Strength.  You may stack this effect any number of times on a single Unit; provided you have multiple Leaders/Extras that can cast this spell.
How to use: In your Orders Notes, list "Might: Unit Name".
Augment Spell: You may spend a Gem worth at least 3 Gold.  This spell affects one additional target (must be a different Unit.)

Name: Fervor
Description: 1 x Unit in Combat "Counts as" 1 Higher Offense.
Full-Text: 1 x Unit in Combat "Counts as" 1 Higher Offense.  You may stack this effect any number of times on a single Unit; provided you have multiple Leaders/Extras that can cast this spell.
How to use: In your Orders Notes, list "Fervor: Unit Name".
Augment Spell: You may spend a Gem worth at least 3 Gold.  This spell affects one additional target (must be a different Unit.)

Name: Stalwart
Description: 1 x Unit in Combat "Counts as" 1 Higher Defense.
Full-Text: 1 x Unit in Combat "Counts as" 1 Higher Defense.  You may stack this effect any number of times on a single Unit; provided you have multiple Leaders/Extras that can cast this spell.
How to use: In your Orders Notes, list "Stalwart: Unit Name".
Augment Spell: You may spend a Gem worth at least 3 Gold.  This spell affects one additional target (must be a different Unit.)

Name: Ward
Description: 1 x Unit in Combat "Counts as" 1 Higher Type of Armor (max type 3)
Full Text: 1 x Unit in Combat "Counts as" 1 Higher Type of Armor (max type 3).  This will improve the relative base-bonuses provided by a Unit's Armor.  If a Unit had no Armor equipped and was the beneficiary of this spell: they would receive a +5 bonus to Damage Reduction as if they were wearing Armor (Type 1), Rusty.  You may not stack this effect with additional instances of itself.
Side Note: This spell can be used in Conjunction with effects that limit the type of Armor equipped.
How to use: In your Orders Notes, list "Ward: Unit Name".
Augment Spell: You may spend a Gem worth at least 3 Gold.  This spell affects one additional target (must be a different Unit.)

Name: Celerity
Description: 1 x Unit in Combat "Counts as" 1 Higher Combat Speed.
Full-Text: 1 x Unit in Combat "Counts as" 1 Higher Combat Speed.  You may stack this effect any number of times on a single Unit; provided you have multiple Leaders/Extras that can cast this spell, up to Celerity Speed.
How to use: In your Orders Notes, list "Celerity: Unit Name".
Augment Spell: You may spend a Gem worth at least 3 Gold.  This spell affects one additional target (must be a different Unit.)

Name: Forced March
Description: When assisting Units, all assisted Units are treated as 1 overland speed faster.  See Stat Blocks for more information on how far Units can normally travel on the Game Map.
How to use: In your Orders Notes, list "Forced March".

Name: Armament
Description: 1 x Combat unit is treated as having your choice of “Ranged Weapons,” “Melee Weapons,” or “Shields,” even if that unit already has their max number of weapons equipped.
The now "equipped' Weapon benefits from all abilities/effects that trigger if a Unit has that item "equipped".  However, it does not cause the item to actually be "created" (thus, it ceases to exist once the combat is ended.)
How to use: In your Orders Notes, list "Armament: Unit Name".
Augment Spell: You may spend a Gem worth at least 3 Gold.  This spell affects one additional target (must be a different Unit.)

Name: Midas Touch
Description: You produce a 4GP Gem per month (at the end of the month.)  This gold can be immediately spent on Upkeep.
How to use: Automatic at the end of the month.
Additional Effect: For every two spells your Usurpation knows (beyond Midas touch), increase the GP value of the Gem by 2.

Name: Cornucopia
Description: You produce 2 Foodstuffs per month, in each occupied lair (at the end of the month.)  This Foodstuffs is immediately available for consumption as part of Upkeep.  If used directly to pay for upkeep, you do not have to ensure that you have proper storage space.
How to use: Automatic at the end of each Month.
Additional Effect: For every two spells you Usurpation knows (beyond Cornucopia), increase the amount of Foodstuffs per month by 1.
Note: A lair is considered "occupied" if you have at least one entity residing (housed or annotated) in that Lair.

Name: Seer
Description: When assisting Unit with Scouting, +10 to Scout check.
Full Text: When assisting Unit with Scouting, +10 to Scout check.  Additionally, there is a 50% chance (+5% per spell-known beyond Seer of Leaders/Extras present), that an additional scout result (at one reduced threshold)
How to use: In your Orders Notes, list "Cast Seer".
Augment Spell: You may spend a Gem worth at least 5 Gold.  Double the value and add that to your Scout check.  In addition, take that doubled-value and add that to your chance to find an additional result.

Name: Druid Lore
Description: When Assisting in Gathering Resources, +10 to Harvest.
Full Text: When Assisting in Gathering Resources, +10 to Harvest.  Additionally, there is a 50% chance (+5% per spell-known beyond Druid Lore of Leaders/Extras present), that this Harvest attempt, if successful, will produce 1 additional die of resources.
How to use: In your Orders Notes, list "Druid Lore".
Augment Spell: You may spend a Gem worth at least 3 Gold.  Triple the value, add this amount to the Harvest Check and the chance of gaining an additional die of harvested resources.

Name: Silver Tongue
Description: If you conduct Diplomacy at a Settlement or City, and Resources/Items are available to be bought and sold; there is a 50 chance this spell will temporarily (this week only) adjust your Trading Favor Stat by 1 Rank.
This spell gains an additional +5 chance of success for each spell known to your Usurpation beyond Silver Tongue.
Example: Your Chief, your Cohort, and an Extra go to a Settlement together and attempt to trade.  Normally, you only have a Standard Trading status for buying Lumber with this Settlement.  However, your Chief and Extra both know Silver Tongue.  Your Leaders and Extra know three additional spells (other than Silver Tongue).  You have a 65 chance of temporarily improving your Trade Status by 1 rank. (This may make it easier to improve Trade Status.)
How to use: In your Orders Notes, list "Silver Tongue".
Augment Spell: You may spend a Gem worth at least 5 Gold.  Triple the value, add this amount of the Diplomacy Check.  Also, double the value of goods traded for this week. (for determining Settlement growth/trade status improvements.)

Name: True Cause
Description: If you conduct Diplomacy at a City or Settlement, and Units are available to be recruited; there is a 50 chance this spell will reduce the Cost of Recruitment by 3 Gold.
This spell gains an additional +5 chance of success for each spell known to the party beyond True Cause.
Example: Your Chief, your Cohort, and an Extra go to a City or Settlement together and attempt to recruit.  Thanks to a significant success: there is a Unit available for recruitment!  Normally this Unit costs 10 Gold.  However, your Chief and Extra both know True cause.  Your Leaders and Extra know three additional spells (other than True Cause).  you have a 65 chance of reducing the cost of recruiting this Unit.
Finally - this spell provides a +5 to Interrogation attempts.
How to use: In your Orders Notes, list "True Cause".
Augment Spell: You may spend a Gem worth at least 5 Gold.  Double the value and add it to the Diplomacy Check.  In addition, there is a 50% chance + (2x value of the Gem Sacrificed) that this Unit will begin with bonus Skill XP depending upon the Diplomacy result:

ResultBonus Skill XP
Success1
Significant3
Astounding5
Epic7

Name: Napoleon
Description: When making Morale and Loyalty checks, you gain a +10 bonus to maintain a hold on your Units.
Full-Text: When making Morale and Loyalty checks, you gain a +10 bonus to maintain a hold on your Units.  Whenever your Units need to make a check that allows either a Morale or Loyalty bonus (such as Morale checks in Interrogating prisoners), or to prevent them from abandoning you after not being sufficiently paid during upkeep: this Spell applies.
How to use: Automatic in any situation where both the Unit and Leader would be present together.

Name: Shroud
Description: When Assisting a Unit in Scouting, you reduce the chance of discovery by 5.
Normally, if you completely fail a scouting roll: you have a chance to Ambushed.  This reduces that chance by 5.
Certain world events and updates cause there to be a chance of being forced to fight hostiles.  This spell reduces that chance by 5, as well, in all activities; not just scouting.
Any time an action, where this spell's caster is presence, would result in Obscurity loss: This spell provides a 50 chance of preventing one point of Obscurity loss.
How to use: In your Orders Notes, list "Shroud".
Augment Spell: You may spend a Gem worth at least 5 Gold.  If you do so, you provide a portion of your leader bonus (up to the value of the Gem sacrificed) to ALL activities made by ALL of your Usurpation, in every single grid; regardless of leader presence.  If your leader is also present - it stacks.  This may not result in a bonus greater than your normal leader bonus (thus, sacrificing an HQ Gem worth 26 gold would still only lend a +25 to actions.)
- It functions as if part of your leader were present (so, no - you don't get a +25 to all combat rolls.)

Name: Telescoping
Description: When Assisting a Unit in Scout-Spy, you gain a +10.
Full-Text: When Assisting a Unit in Scouting, you gain more accurate results to your Spy checks.  This adds +10 the Scout Check (both for the standard scout roll and the final recon roll).
Augment Spell: You may spend a Gem worth at least 5 Gold.  Triple the value, add this amount of the Scout-Spy Check.  Also, if you attack that enemy within 2 weeks - you gain a +5 to all Initial Engagement Rolls.
How to use: In your Orders Notes, list "Telescoping".

Name: Runesmith
Description: When Assisting a Unit in Crafting Items, you gain a +10 bonus to the Craft Check.
This spell qualifies for the requirements to craft items above the Moderate quality.  This spell does not, in and of itself, increase the quality of Crafted items beyond Moderate; unless a 250+ is rolled, in which case the quality can be improved by 1 category (this is in addition to any improvement from effects such as HQ Materials.)
How to use: In your Orders Notes, list "Runesmith".

Augment Spell: You may spend a Gem worth at least 5 Gold.  Double the value, and add this a bonus to the Craft Check.

Name: Mind Leech
Description: During Combat, you may select one enemy Unit, it is forced to make a morale check at the start of combat.  This check is made with a -10 penalty.
The roll receives an additional modifier: -2 for each spell known, other than Mind Leech (by the one with Mind Leech.)
Full effect: This morale check is treated just as if one of your Units had scored a hit and damage against the targeted Unit.  A standard morale check is rolled, with the above penalties.
Special: This spell does not work on any Unit with the 'Paladin' keyword/title.
Augment Spell: You may spend a Gem worth at least 5 Gold.  Double the value, this is the amount of ADDITIONAL morale penalty added to the spell's effect.

Name: Earth Golem
Description: Pay 10 x Next Renovation Level in GP to Renovate one room of your lair.  Only works for Basic Renovations.
Full-Text: Use of this spell does not count as an action.  This does not consume any other resources.  In your action notes you need to specify the room to be improved.  If this Room is also renovated by other means during that week; Rock Golem is applied last (pay the higher cost).
How to use: In your Orders Notes, list "Rock Golem".