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The new RPG from Monte Cook. A game of surrealistic fantasy, secrets, and magic played both at the table--and away from it.
A roleplaying game of surrealistic fantasy, secrets, and magic played both at the table—and away from it.
A roleplaying game of surrealistic fantasy, secrets, and magic played both at the table—and away from it.
1,846 backers pledged $664,274 to help bring this project to life.

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$664,274

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Do you dream of escape, but you don’t know from what, or to where? Looking for a chance to escape the insanity of the world, and immerse yourself into something rich, deep, and fantastical? Something that challenges the limits of your creativity and your intellect? 

  • Lorcan made a gun out of demon which fires bullets that only harm possessed people. On his quest to discover the long-forgotten (and perhaps forbidden) number between 12 and 13, the weapon is proving useful as the Enemies of Sleep appear determined to stop him. 
  • Duri’s face is normally a blur of swirling spiritforms, but occasionally she can make one of them manifest, and she gains its appearance and memories. If she risks keeping the new face too long, however, she can lose her identity. 
  • Thom is dead, but he doesn’t let that deter him. While he knows how to restore his life, he chooses not to, because the advantages of being a wraith are many. Of course, he occasionally has issues with not existing. 
  • Rodir has connections all over the city, and she holds a collection of wicked keys that allow her to solve (unlock) any problem (lock) by just creating a keyhole to insert a key, turn it, and see what happens. People don’t appreciate it when she does this to them, but that’s what they get for being in her way. 

These are all player characters in the Invisible Sun tabletop RPG. They are no longer trapped in Shadow—where you are right now—but inhabit the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm that we falsely believe is the real world. These characters face incredible challenges, visit breathtaking places, and discover secrets so astonishing that the only ones who can cope with them are those that understand the truth of the real power in the universe: 

Magic.

But nothing like what you’ve seen before. Invisible Sun makes magic magical again. Magic’s not just a series of mechanics. It’s weird, wonderful, unpredictable, and dangerous. With spells and incantations like The Flock Scatters at the Sound of Teeth, Sharp Edges in the First Frost, and The Punishment of Change Comes to the Wary, magic is what the game is all about.

Add-ons are rewards that you add to your existing reward level. Simply increase your pledge by the appropriate amount. Check out our pledge calculator; it’ll help you figure out exactly how much to pledge based on the backer level and add-ons you desire. Many of the prices are not even numbers--do the numbers have significance? Secrets?

 

          

We at Monte Cook Games have done a number of Kickstarter campaigns in the past, and we are proud of our track record of delivering high-quality, on-time products. This Kickstarter campaign is a bit different. Befitting the nature of this game, each of the backer levels is a spell that summons an extradimensional box of secrets called (in the setting) the Black Cube. In this case, the Black Cube you’ll be summoning is filled with wonders. You can get the game, which itself is a deluxe product and a thing of beauty (Call the Black Cube) or you can get the game with the Directed Campaign and all the stretch goals (Control the Black Cube). There’s also a special level for our awesome retailers (Entreat With the Black Cube) and two for a few of you to get the really deluxe treatment (Master the Black Cube and Merge with the Black Cube). Like all spells in Invisible Sun, the backer levels are written in first person. Throughout the campaign, we’ll refer to the act of backing at one of these levels as casting that particular spell.

Invisible Sun is a very special product, with a lot of high-quality components but quality like this comes at a premium. Some people will want to consider buying the Black Cube as a group. And you’ll want to know about our shipping policies

Last, note that when you back helps determine the nature of your rewards. Every backer will receive a sealed envelope with the game that holds a secret about the game or setting. The envelope that you get is based on the sun that is active on the day you back (see the top of the page for today’s active sun). No one secret is better than any of the others, but only those who cast Master the Black Cube or Merge the Black Cube will see them all. You can read this for more information about the Active Sun and how it affects your rewards.  

 

 

Invisible Sun is a tabletop roleplaying game of surreal fantasy. It’s dark. It’s moody. It’s adult. It’s also perhaps the most deluxe and amazing roleplaying game product ever produced. Inside the specially designed cube you will find four books, a folding game board, a resin monolith, a metal medallion, four special dice, player handouts, tokens, and hundreds of cards to enhance your gameplay.

Invisible Sun is a game of secrets. And that is true of both the physical product and the in-world game as it is played. Hidden within the pages of the books, within the components of the game, and perhaps even within the box itself, lie clues to discover—clues that can unlock new secrets. Invisible Sun is as much about interacting with the physical game itself as it is about interacting with the other players. This is a game of deep immersion. Of escape. 

Players create in-depth and intricate characters where the house in which they live is as important as their stats and skills. Character choices drive everything, with game rewards based on personalized story arcs, and emergent mechanics arising from not just from character creation, but from ongoing character development. However, in the end, it’s not game mechanics that dominate gameplay, but roleplaying. 

Player characters in Invisible Sun discover and utilize secrets. These secrets often involve the very nature of the universe, and those who master such secrets can change that nature. In common parlance, this is magic, and thus player characters are magicians and sorcerers called vislae. How they utilize their magic—casting spells, creating objects of great power, entreating with otherworldly spirits, or improvising effects by weaving together threads of power—is up to them. Character creation and customization are paramount, and no character concept is refused. In a game where everything is possible, it’s never a matter of “You can’t do that,” but “How do you go about discovering the secret to do that?” 

Let’s be upfront, though. Invisible Sun is not a game for everyone. Not because it’s difficult, but because it’s involved. It’s not really designed for casual, fire-and-forget sorts of play. It is character-focused the way a good novel or television series is character-focused, with individual story arcs, deep development, complex motivations, nonlinear narratives, and asymmetrical play. If you’re the kind of player who enjoys musing over your character between sessions, thinking deeply about the setting and events in the game, and making interesting choices, then Invisible Sun is the game you’ve been waiting for all this time.

We live in the modern world. We know what it’s like to try to get a group together on a regular basis—work, family, schedules, and other aspects of that nasty thing we call real life always get in the way. Invisible Sun, at its very core, is designed around overcoming that with gameplay options that deal with missing players, solo play integrated with group play, playing online, and more. 

Invisible Sun is a game that encourages players to think about the game away from the table—and rewards them for doing so. Not just on game night. This is a game for people who enjoy real investment in character and story. It’s not just a hack-and-slash, bash the bad guy sort of thing. Those kinds of games are fun, but this is something different.

Players (individually or in groups) can devise and stage side scenes or even flashback scenes to accomplish their goals. The rules of the game address these in a way that is separate from but compatible with the main narrative. In addition to the flexibility this gives in group storytelling, it means that there are many opportunities to play the game and advance the characters and the narrative even when the whole group can’t meet.

The game even recognizes the difference between player types. It accommodates people who want simpler characters, non-magical characters, or even multiple characters. It even has different ways for introverts and extroverts to interact with the game and the group if they desire. 

You can read more on these unique aspects of the game here.  

The place where you sit, reading this right now, is a place called Shadow. Despite what you may think, this is not the real world, but a shadow of it. 

The real world is a place called the Actuality. This is a strange, surreal setting where magic is real and the impossible is entirely possible. It’s a dark place of demons, ghosts, and far stranger things, but it’s also a place of wonder and light—angels of the Legacy and continually shapeshifting elderbrin—where magic can do astonishing things. 

In the Actuality, the player characters are important people who, should they discover the right secrets and find the right spells, can make a difference in the world. 

And what a world. This is a place where tight-lipped veterans of the War won’t speak of their experiences, but it’s well known that the central city of Satyrine still bears wounds where undetonated weapons of pure hatred keep it from healing. Soulless devils scheme in darkness, bartering for bits of soul, because without one, magic is impossible. Spiders crawl into bedrooms to sip at the fluids in a sleeper’s eyes, carrying a magical virus that can cause anyone or anything to sprout spidery legs and scuttle about. Vislae visit changeries to alter their appearance to suit their mood—sometimes into striking, inhuman, and not even entirely Euclidean forms. They attend intrigue-filled parties held within the consciousness of the hosts, or search through the ruins of ancient libraries to find the ghosts of books they need to read.

The Actuality and the magical systems in Invisible Sun were designed from scratch. Don’t know anything about historical or modern magical traditions or occult beliefs? That’s okay. In fact it’s great. Because the magic and the occult in Invisible Sun has no ties to any real world beliefs. Monte took literally decades of study in such things—tarot, Kabbalah, Vodun, astrology, numerology, mythology, religion, the Tree of Life, and so on—and built an entirely original occult system for the setting. With Invisible Sun, we avoid any baggage from our world and our lives so we can dive into this purely escapist fantasy. (If you do have some knowledge of this sort of thing, well, you’ll likely really appreciate what he’s done.)

 

One of the most important parts of the magical systems in the world of Invisible Sun is a divinatory set of cards called the Sooth Deck. These 60 lavishly illustrated, uniquely round cards and the Path of Suns board serve the game in many ways. Turning a new Sooth card from the deck and playing it on one of the suns of the path affects gameplay in simple but significant mechanical ways that are sometimes beneficial, sometimes not, helping to represent the volatility of magic. The interpretive meanings of each card also serve as creative prompts for the GM to use (or ignore) as they see fit. A GM who has the deck at hand throughout a game session is never caught without an idea of what can or should happen next. It is the Invisible Sun GM’s best friend. 

Sometimes, a card’s effects are short lived, but sometimes they remain in play for a while. Those that remain are held by an eerie monolith on the table called the Testament of Suns so that the card is dramatically presented to everyone and no one will forget its effect. 

In addition to these components, you get four books that describe the game and the setting, over a thousand spell cards and item cards, hundreds of gameplay tokens, dice, a cloth map, a poster map, handouts, character booklets, grimoires, and more. For a complete list of the box’s contents, look here.

  

 

Those backing at the Control the Black Cube, Master the Black Cube, and Merge with the Black Cube levels gain access to the Invisible Sun Directed Campaign. For twelve months (starting when you tell us you are beginning your campaign, within one year of delivery of the game), Monte sends you new material, sometimes in electronic form and sometimes as a physical package. This includes adventure material, campaign advice, handouts, props, and special physical items. It’s like Monte himself is your GM coach, providing step-by-step advice and aids for your campaign as you run it. We’ll even send your players intriguing mystery packages tied to the campaign that are keyed to their character. And there’s more.

Helping to guide the unique gameplay aspects, the Invisible Sun app allows GMs to have a (virtual) Sooth Deck wherever they go. Meeting with a player for a half hour in the coffee shop or the park? You can play through a side scene using just the app. Use the app at the table for a quick reference regarding the possible meanings of each Sooth card. Players and GMs can even interact through the app when not sitting at the table together, allowing for many levels of play. 

The app will be web based, and will run on any modern web browser, making it usable on your phone, tablet, or your PC.

Click on any of these links for more information: 

Our Kickstarter History

The Invisible Sun Kickstarter Is Different

Deluxe Games

Group Purchases

Shipping 

Changing the Way RPGs Are Played

The Directed Campaign

The Active Sun 

Details of the Contents

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Risks and challenges

Invisible Sun is the 7th game-related Kickstarter that Monte Cook Games has launched. All our previous campaigns have been successful and jam-packed with rewards, and 4 of those 6 campaigns are completely fulfilled, while the other two continue to deliver their rewards on schedule. That means we’ve delivered nearly 200,000 rewards. These include such varied items as corebooks for Numenera and The Strange, leather-bound deluxe corebooks, boxed sets, more than a dozen hardcover supplements, signed bookplates, playtest access, special-access seminars, meetings and dinners with the creative team, online and in-person games, and so much more.

Thus, while there are always challenges that can arise, we've probably already faced them. The Invisible Sun game is intricate and involved, but this campaign is not, compared to those we've already fulfilled. We've intentionally reduced the number of reward levels and add-ons that we've offered in previous campaigns.

We are extremely proud of our track record. Unless Monte himself is drawn permanently back into Shadow, we are confident that the project will meet all its promises.

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Support

  1. Select this reward

    Pledge $197 or more About $197

    Call the Black Cube

    I summon the infamous Black Cube from the void. I receive one copy of the Invisible Sun game, including one of eight random sun medallions. This spell also grants me a special secret of the setting tied to the sun that is active when I make my pledge.

    Includes:
    • Copy of the game
    • Medallion
    • Sun-based secret
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    213 backers
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  2. Select this reward

    Pledge $197 or more About $197

    Call the Black Cube with a Key

    I summon the infamous Black Cube from the void. I receive one copy of the Invisible Sun game, including one of eight random sun medallions. This spell also grants me a special secret of the setting tied to the sun that is active when I make my pledge.

    Plus, I receive a set of 9 metal Wicked Keys to use as tokens in the game.

    Includes:
    • Copy of the game
    • Medallion
    • Sun-based secret
    • Set of 9 metal Wicked Keys
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    Ships to Anywhere in the world
    717 backers
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  3. Select this reward

    Pledge $296 or more About $296

    Entreat With the Black Cube

    [For Retailers Only--status will be verified after the campaign closes.] My status as a games retailer enables me to cast a special spell that conjures three copies of the Invisible Sun game.

    My conjuration also includes all eight sun medallions, which I can use as promotional items in my store, and special access to the Monte Cook Games marketing team for other promo items and assistance.

    Includes:
    • Copy of the game
    • Medallion
    • Special retail promotional materials
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    Ships to Anywhere in the world
    45 backers
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  4. Select this reward

    Pledge $539 or more About $539

    Control the Black Cube

    I summon and control the infamous Black Cube from the void. I receive one copy of the Invisible Sun game, including one of eight random sun medallions. This spell also grants me a special secret of the setting tied to the sun that is active when I make my pledge.

    I also gain access to the Directed Campaign run by Monte, which includes 12 months of material handouts and secret packages, sent to me and the other players in my group (see the Directed Campaign for more details).

    Further, I get all the stretch goal rewards unlocked in this campaign, including new hardbound supplements, additional materials, and more.

    Includes:
    • Copy of the game
    • The Directed Campaign
    • All Stretch Goal books and other items unlocked
    • Medallion
    • Sun-based secret
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    Ships to Anywhere in the world
    50 backers
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  5. Select this reward

    Pledge $539 or more About $539

    Control the Black Cube with a Key

    I summon and control the infamous Black Cube from the void. I receive one copy of the Invisible Sun game, including one of eight random sun medallions. This spell also grants me a special secret of the setting tied to the sun that is active when I make my pledge.

    I also gain access to the Directed Campaign run by Monte, which includes 12 months of material handouts and secret packages, sent to me and the other players in my group (see the Directed Campaign for more details).

    Further, I get all the stretch goal rewards unlocked in this campaign, including new hardbound supplements, additional materials, and more.

    Plus, I receive a set of 9 metal Wicked Keys to use as tokens in the game.

    Includes:
    • Copy of the game
    • The Directed Campaign
    • All Stretch Goal books and other items unlocked
    • Medallion
    • Sun-based secret
    • Set of 9 metal Wicked Keys
    Less
    Estimated delivery
    Ships to Anywhere in the world
    497 backers
    $
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  6. Select this reward

    Pledge $863 or more About $863

    Ritual of the Black Cube With a Key

    I work together with some fellow vislae allies and summon the infamous Black Cube from the void. We receive one copy of the Invisible Sun game, including one of eight random sun medallions. This spell also grants us a special secret of the setting tied to the sun that is active when we make our pledge.

    We also gain access to the Directed Campaign run by Monte, which includes 12 months of material handouts and secret packages, sent to the GM and the players in my group (see the Directed Campaign for more details).
    Further, we get all the stretch goal rewards unlocked in this campaign, including new hardbound supplements, additional materials, and more. And while the stretch goals include a vislae kit, we will get four additional kits—enough for five players. Each will have a personalized nameplate for each player in the game (we provide our names), and the Black Cube will also have a personalized nameplate for the GM. We will also get a total of six t-shirts and one each of the order medallions, each in a special presentation box unavailable anywhere else. Each presentation box will come with a secret. Lastly, we get a set of 5 additional Invisible Sun dice, each in a different color so each player has their own mundane die.

    Plus we receive a set of 9 metal Wicked Keys to use as tokens in the game.

    Includes:
    • Copy of the game
    • The Directed Campaign
    • All Stretch Goal books and other items unlocked
    • Vislae Kits (total)
    • Personalized Nameplates
    • T-shirts
    • Set of 5 Order Medallions with special boxes and secrets
    • Set of 5 different color dice
    • Sun-based secret
    • Set of 9 metal Wicked Keys
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    Ships to Anywhere in the world
    35 backers
    $
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  7. Reward no longer available

    Pledge $1,475 or more About $1,475

    Master the Black Cube

    I summon and control the infamous Black Cube from the void. In this world of secrets, I will possess secrets that no one else has. I receive a unique copy of the Invisible Sun game.

    The unique game includes a personalized note that Monte writes to me, including a singular secret of the setting that only I will ever have access to. The box is signed and personalized, and also includes a unique, secret element that will only be true for my copy.

    I also gain access to the Directed Campaign run by Monte and all the stretch goal rewards unlocked in this campaign, including new hardbound supplements, additions to the box, and more.

    My conjuration also includes all eight sun medallions and a special medallion keyed to the Invisible Sun itself. Only 17 (plus one that Monte will have) of these special medallions will be made. I also gain all the sun-based secrets of the setting, regardless of when I make my pledge.

    Plus, I get early access to the game’s rules and can be a part of the playtest, providing feedback. During this process, I’ll provide a character name that will be incorporated into the setting (probably with a spell named after me).

    This incredibly potent spell also summons Monte himself for a one-on-one Skype chat with me where I can ask him questions and he reveals secrets of the setting and game available nowhere else.

    Includes:
    • Unique copy of the game signed and personalized by Monte
    • The Directed Campaign
    • All Stretch Goal books and other items unlocked
    • Character/spell named after me
    • One-on-one chat with Monte
    • Early playtest access
    • Medallion
    • Special 9th Invisible Sun medallion
    • All Sun-based secrets
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    Ships to Anywhere in the world
    Reward no longer available 17 backers
    $
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  8. Reward no longer available

    Pledge $1,547 or more About $1,547

    Bind the Black Cube

    Using the techniques of the Nightside path, I summon and control the infamous Black Cube. In this world of secrets, I will possess secrets that no one else has. I receive a unique Nightside version of the Invisible Sun game with a special black foil embossed symbol to show its status.

    The unique game includes a personalized note that Monte writes to me, including a singular secret of the setting that only I will ever have access to. The box is signed and personalized, and also includes a unique, secret element that will only be true for my copy.

    I also gain access to the Directed Campaign run by Monte and all the stretch goal rewards unlocked in this campaign, including new hardbound supplements, additions to the box, and more.

    My conjuration also includes all eight sun medallions however, all of them are special black, Nightside versions. In addition to the normal Path of Suns board and Testament of Suns sculpture, I get special Nightside versions of both of them as well, with the board made of wood. These Nightside versions of the medallions, the board, and the sculpture will only be available to backers at this level and at the Merge with the Black Cube level.

    I also gain all the sun-based secrets of the setting, regardless of when I make my pledge.

    Plus, I get early access to the game’s rules and can be a part of the playtest, providing feedback. During this process, I’ll provide a character name that will be incorporated into the setting (probably with a spell named after me).

    Includes:
    • Unique copy of the game signed and personalized by Monte
    • The Directed Campaign
    • All Stretch Goal books and other items unlocked
    • Character/spell named after me
    • Early playtest access
    • Nightside Medallion (x8)
    • Wooden Nightside board
    • Nightside Testament of Suns
    • All Sun-based secrets
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    Ships to Anywhere in the world
    Reward no longer available 25 backers
    $
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  9. Select this reward

    Pledge $5,912 or more About $5,912

    Merge With the Black Cube

    I summon and merge with the infamous Black Cube from the void. I become one with it. I receive a unique copy of the Invisible Sun game.

    The box of this unique copy of the game includes my name in red foil and a special foil symbol found nowhere else—one of the Invisible Sun artists designs it just for me. It includes a personalized note that Monte writes to me, including a singular secret of the setting that only I will ever have access to. The box is signed and personalized, and also includes a unique, secret element that will be true only for my copy.

    I also gain access to the Directed Campaign run by Monte, including direct contact with Monte to gain advice and suggestions just for me. I receive all the stretch goal rewards unlocked in this campaign, including new hardbound supplements, additions to the box, and more.

    My conjuration includes special bronze versions of all eight sun medallions and the Invisible Sun medallion. No more than 3 (plus one that Monte will have) of these special medallion sets will be made. I also gain all the sun-based secrets of the setting, regardless of when I make my pledge.

    I get early access to the game’s rules and can be a part of the playtest, providing feedback. During this process, I’ll provide a character name that will be incorporated into the setting (probably with a spell named after me).

    With the power of this spell I will meet with Monte and the entire Monte Cook Games design team for an in-person game session in Seattle. (Travel expenses to Seattle not included.) After this game, Monte will reveal secrets of the setting and game available nowhere else.

    Includes:
    • Unique copy of the game signed and personalized by Monte
    • Special access version of the Directed Campaign
    • All Stretch Goal books and other items unlocked
    • Character/spell named after me
    • Early playtest access
    • Special bronze medallions
    • Game with the MCG design team
    • All Sun-based secrets
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    Ships to Anywhere in the world
    Limited 2 backers
    $
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  10. Reward no longer available

    Pledge $9,999 or more About $9,999

    Sovereign of Secrets

    I summon the infamous Black Cube from the void and gather all its secrets. I receive a unique copy of the Invisible Sun game.

    I summon the infamous Black Cube from the void and gather all its secrets. I receive a unique copy of the Invisible Sun game.

    The box of this one-of-a-kind copy of the game is a work of art unto itself, made with metal fittings and unique embellishments utilizing a variety of materials. This signed and personalized box includes a number of personalized secrets within it that Monte creates for me. My Path of Suns board will be wood and unique (different from the Bind the Black Cube board). The four main books will be leather hardcovers, each with a different color or pattern (demonskin look, etc.). The box will contain 10 signed art prints, as well as the standard components.

    I also get a second, special box. The Every-Secret Box. This unique wooden box will contain a number of Monte’s original notes and sketches made while creating Invisible Sun, mock-up cards, tokens, and dice used in the initial in-house playtests, and more. The Every-Secret Box is accompanied by a one-of-a-kind wooden “Meet me at Zero’s” sign (fantastic for a gameroom wall), and a replica of the tentacle umbrella seen in the Keyfall art.

    I also gain access to the Directed Campaign run by Monte, including direct contact with Monte to gain advice and suggestions just for me. I receive all the stretch goal rewards unlocked in this campaign, including new hardbound supplements, additions to the box, and more.

    My conjuration includes special sterling silver versions of all eight sun medallions and the Invisible Sun medallion. This is the only set of these medallions that will be made. I also gain all the sun-based secrets of the setting, regardless of when I make my pledge.

    I get early access to the game’s rules and can be a part of the playtest, providing feedback. During this process, I’ll provide a character name that will be incorporated into the setting (probably with a spell named after me).
    With the power of this spell I will meet with Monte and the entire Monte Cook Games design team for an in-person game session in Seattle. (Travel expenses to Seattle not included.) After this game, Monte will reveal secrets of the setting and game available nowhere else.

    Includes:
    • Unique metal-fitted artistic copy of the game.
    • The Every-Secret Box
    • Wooden Path of Suns Board
    • Meet Me At Zero's Sign
    • Tentacle Umbrella
    • Special access version of the Directed Campaign
    • Special sterling silver medallions
    • All Stretch Goal books and other items unlocked
    • Character/spell named after me
    • Early playtest access
    • Game with the MCG design team
    • All Sun-based secrets
    • Leatherbound hardcover versions of books
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    Ships to Anywhere in the world
    Reward no longer available 1 backer
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Funding period

- (32 days)