Season 1 tidings
  1. tidings
  2. planning
  3. resolution
  4. resistance
  5. battle
  6. cleanup

Spells πŸ“– Rules

SpellCostSpeedRangeEffect
Howling Wind1 A1fast0Create a tremendous gust of wind that mutes other noise and carries off small or light objects β€” Target Army rolls 4 morale dice against a difficulty of 3. For each failure, a unit routes. If all rolls are failures, the army is exhausted.
Healing Breath1 W1fast0For a moment, your breath carries a hint of the magic of creation, causing surface wounds to heal and pain to diminish β€” A friendly army heals 1 wound and recovers 1 routed unit.
Counterspell2 W1fast0Feel the shiver of the weave in the air and grasp it, tightening it back into place β€” In battle, cast this during the spellcasting phase as a response to another spell to counter it, preventing all effects. You can cast this even if you already cast a spell in the spellcasting phase. Can always be used during a challenge if the challenge against you included a spell asset, and gains the assured or critical feature of the spell it's responding to. Does not affect rituals.
Burning Steel1 F1fast0You pour mystic fire onto weapons laid out in front of you, setting them ablaze for hours β€” Target Army deals Burn damage this battle.
Fireball2 F2fast0Create a massive explosion of heat at a point you can see, tossing bodies in the air and starting small fires β€” Attack an Army for 8d6 Burn Damage.
Armor of Stones1 E2fast0Clods of earth and rock rise up and cover a creature, protecting them from harm, but slowing them down β€” Target army restores its armor to full and takes Weakened 1 and Pinned 1 until that armor breaks. While the armor holds it also stops Shock, Burn, Frost and Crush damage.
Levitate Hillside5 E1fast0Raise a vast amount of earth into the air, and push it somewhere else β€” Attack an Army for 10d6 Crush Damage.
Power Word Stun4 W1fast0A group of creatures that can hear you are stopped in their tracks as if the very air around them had turned to mud β€” Target army makes a difficulty 4 morale check with threshold 4. On a failure, they are exhausted and have -1 Defense for each missing success.
Lightning Helix1 A1F1fast0Emit a sudden blast of lightning that harms one and invigorates another β€” Attack an army for 3d8 shock and restore 1 armor to another for each wound inflicted.
Infernal Steel3 F2E1fast0You conjure the fire of hell to infuse weapons laid out in front of you; everything they touch will burn for hours β€” Target Army deals Burn damage this battle, and its attacks this round inflict Burning 3.
Word of Protection1 A1E1fast0A group of creatures that can hear you feel a keen sense of awareness and a hardened resolve β€” Allied armies restore their armor.
Greater Mass Swiftness3 A2fast6A mass of mortal folk feel their hearts beat with a tremendous power, and feel the ground contract under them, bringing them swiftly to their destinations β€” Remove three counts of delayed from any number of friendly armies. Your side issues two commands for each single enemy command this round.
FirestormXFFfast3Scorching Flames fall at random from the sky β€” Attack every army (friend and foe) in a Hex for Xd6 Burn damage. Damage a randomly selected feature in the hex.
Sudden Quake1 E1fast3The ground shakes ominously and grows ragged with ravines. They are not terribly deep and will close in a few days β€” Increase the thresholds for all goals by 1.
Earthworks2 E2fast3Pillars of rock form staircases where you command β€” Attack a Wall goal for 6d6 Presence. If no army applies presence to this wall this round, this presence dissipates.
Deluge2 W1fast6Conjure a roiling cloud that dumps rain on a selected location for a short time β€” For one round, no goals can be achieved and all creatures gain res: Burn 2.
Horrid Phantoms2 A1W1fast6Conjure gruesome illusions as large as a hillside. They move and strike believably, tapping into the enemy's worst fear, but are as thin as raindrops β€” Armies from a given side have -1 on presence checks against a particular goal. Lasts until they win that goal this battle.
Fireworks1 A1F1fast3Launch a spectacle of light and bombast into the air β€” Friendly Armies have +2 morale this round.
Exiler Interlopers4 A1F1E1W1fast3Carve a one-way portal in the sky; ethereal chains lash out from it to drag an extraplanar creature home β€” Destroy an army of creatures created or born on another world. Cannot target Powers themselves.
Distant Word A1slow12Gain the ability to converse with a distant creature as if you were whispering in each other’s ear. You must have access to an item they have touched.
Gentle Wind A1slow4Provide a steady wind at the backs of a boat or sail, unless deflected by some greater storm it will blow where they will for the rest of the month β€” Assured for foot challenges at sea.
Project Image1 A1slow12Conjure a semisolid instance of yourself (any loyal face) in a distant place, allowing them to sense and perceive that location as well as their own until the image is destroyed or a full moon rises β€” Allows an Agent to be used as if they had range 12. Cannot be used on creatures with an army card. Lasts until the end of the next battle phase. Any time the image would be harmed, the affected creature can either end the effect or be harmed about half as badly.
Unbottled Tornado3 A2slow1Create a massive tornado and bend it to your will β€” Damage all features in target hex.
Grant Foresight3 A1slow0Touch a creature's eyes and give it visions of the near future for 7 days β€” Cast to Assure an Agent or Champion Skill this challenge; when used this way this spell also counts as a rank 1 asset.
Size Shift W1slow0Shape a willing mortal to be larger or smaller by up to a foot for the remainder of the month β€” Not helpful in combat.
Healing Prayer1 W1slow8Mutter a prayer of healing to mend wounds over the course of several weeks β€” Target army heals 2 wounds.
Freeze River4 W1slow0Lay your hands in running water and freeze it from its mouth to its source β€” Choose to freeze it smooth or rough: the former makes it a road, the latter difficult terrain.
Sylvan Scrying2 E1W1slow12Extra Cost: a piece of plant material β€” Perceive the location where this plant grew, hearing the surroundings and looking around as if you stood at that spot.
Plant Growth3 E1W1slow0The ground across a hex explodes with plantlife over the course of a few hours, enriching farmland and making wilderness impassable terrain. Doesn't work in areas devoid of life.
Dimension Doorway2 A1W1slow0Carve a doorway through space, targeting another location in this hex. Non-titanic creatures can pass through the doorway with ease. It closes after a few days.
Kindle Industry3 F1slow3Grant a group of laborers an enduring motivation and inhuman strength, causing them to work until the point of injury β€” Choose an industry. Refresh it if it has already been used this season. If you have already refreshed it, it becomes Critical for its next use and is damaged if used.
Project AvatarXAAFFslow12Conjure a vast, hardened image of this creature in a distant place, allowing them to sense and perceive that location as well as their own until the image is destroyed or a full moon rises β€” Duplicates any Titanic Army from the casting location to the target location. They must have X or fewer units. Lasts until the end of the next battle phase, at which point half the wounds on the avatar accrue to the original army.