Card Overview

Name: | Feed the Mind |
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Card Type: | Spell |
Tags: | Ritual |
Effect: | No |
Action: | Yes |
No | |
Variants: | 4 |
Card Front
Effect: | N/A |
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Action: | Test ![]() Then flip this card. |
N/A |
Card Back
Variant | Set | Effects |
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1 | Core | Resolve the effect based on your test result:
0-2: Casting the spell, you open yourself to terrible knowledge. Your mind is filled with gibberish, repeating endlessly. Discard this card unless you lose 3+: You manipulate memories and potential knowledge with a practiced ease. The chosen investigator may improve 1 additional skill of his choice. Then, flip this card. |
2 | Core | Resolve the effect based on your test result:
0: You were unable to sufficiently focus your mind. You wonder if you simply lack the mental discipline this spell requires. If you did not roll any 4's, discard this card. 1+: Casting your thought into the ether, your mind returns with strange knowledge. You may not entirely be the same person you were before. Lose Then flip this card. |
3 | Resolve the effect based on your test result:
0: The gateway to the mind is a two-way portal, and your memories begin to scatter. Discard this card unless you gain an Amnesia Condition. 1: A wealth of knowledge overwhelms your mind. The chosen investigator loses 2+: Your previous training suddenly becomes clear to you. No additional effect. Then flip this card. | |
4 | Resolve the effect based on your test result:
0: Your magic goes awry and wreaks havoc on your mind. Discard all Improvement tokens unless you discard this card. 1-2: Accessing one's memories requires unhinging the mind. The chosen investigator loses 3+: Suddenly, everything you've learned has formed a greater picture in your mind's eye. The chosen investigator gains 1 Clue. Then flip this card. |
Notes
Norman Withers starts with this spell.
Spells | ||
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