Trail of Embers  ·  what a turn can spend AP on

The abilities

All 229 of them, with AP, cooldown, range, targeting and the exact effects each one applies. Read out of data/abilities/.

At a glance

Every ability the content layer loads, out of the twenty-five files in data/abilities/. Numbers are the authored ones — what a cast actually does once armour, height, flanking and school rank are applied is on the Combat page.

229abilities
9schools of magic and arms
64lay or change a surface
25are gated behind an armour layer
2the commonest AP cost
201passives, listed on the tree pages
Arcane
Fire
Frost
Physical
Piercing
Pure
Stone
Storm
Venom

Abilities have no art of their own yet, so a row wears its school's glyph. The icon field in the data names one — ico_wrd_aimed_shot and the rest — and nothing has drawn them.

The catalogue

Assassin 10

Flush Out

A handful of salt across the ground. Anyone standing still and pretending not to be there stops being able to.

Piercing · Radius · enemy · r 4 m

  • 4 Piercing +0.40×Wits
  • clears Invisible
AP2CD2Range9 m

Kidney

Low, short, and twice. They will not be able to explain what happened either.

Piercing · Singleactor · enemy

  • 7 Piercing ×2 +0.90×Finesse weapon 60%
  • Bleeding 4t m6
AP2CD2Range1.8 m

Opening Cut

The first one is the only one that has to be quiet.

Piercing · Singleactor · enemy

  • 9 Piercing +1.30×Finesse weapon
AP2Range1.8 m

Slip

You stop being where the argument is.

Piercing · Self · selfonly · no line of sight needed

  • Invisible 3t m1
AP2Shroud1CD1Rangeself

Venom Flick

A thrown needle, wet at the tip. It is not the needle that does it.

Venom · Singleactor · enemy

  • 7 Venom +0.90×Wits
  • Poisoned 4t m5
AP2CD1Range10 m

Smokestep

The smoke arrives first. You arrive inside it.

Piercing · Point

  • CloudSmoke air r3 4t
  • teleport target ≤9 m
AP3CD3Range9 m

The Long Dose

The second measure, for someone who has already had the first.

Venom · Singleactor · enemy

  • 16 Venom +1.40×Wits vs ? +— on ? +—
AP3CD3Range10 m

Widowmaker

Poured where they will have to walk, an hour before they walk there.

Venom · Point · r 3 m

  • Venom ground r3 5t
  • Poisoned 3t m4
AP3CD3Range12 m

Mortal Blow

Everything up to now was arranging this.

Piercing · Singleactor · enemy

  • 22 Piercing +1.80×Finesse weapon 150% vs ? +—
AP4Shroud1CD4Per fight2Range1.8 m

Nightfall

Enough smoke that the room has to guess, and you never have to.

Piercing · Point

  • CloudSmoke air r6 5t
  • Invisible 2t m1
AP4Shroud2CD4Per fight2Range10 m

Bulwark 9

Root

You stop being something that can be moved.

Physical · Self · selfonly

  • Fortified 3t m4
AP1CD3Rangeself

Called Out

You make yourself the only reasonable target, loudly and by name.

Physical · Singleactor · enemy

  • Feared 1t m1
  • 6 Physical +0.50×Resolve
AP2CD2Range8 m

Counterblow

They committed. You were waiting.

Physical · Singleactor · enemy

  • 14 Physical +1.20×Might weapon
  • Knockdown 1t m2
AP2CD3Range2.2 m

Guard Order

You tell an ally to hold. They hold.

Physical · Singleactor · allyorself

  • Fortified 3t m4
  • restore 12 PhysicalArmor +0.70×Resolve
AP2CD2Range8 m

Shield Shove

A short, unglamorous push that puts them where you want them.

Physical · Singleactor · enemy

  • 8 Physical +0.90×Might weapon 50%
  • push 3 m
AP2CD1Range2.5 m

Shield Wall

Set your feet and widen. Until your next turn you take the hits meant for whoever is behind you.

Physical · Self · selfonly

  • restore 14 PhysicalArmor +0.80×Resolve
  • Fortified 2t m3
AP2CD2Rangeself

Interpose

You are suddenly between them and it. Nobody saw you move.

Physical · Singleactor · allyorself

  • teleport target
  • restore 20 PhysicalArmor +1×Resolve
AP3CD3Range6 m

Oath of the Wall

You say the words. Everyone within earshot stands a little straighter.

Physical · Radius · ally · r 6 m · hits you too

  • restore 10 PhysicalArmor +0.60×Resolve
  • aura Fortified r6 3t
AP3CD3Range6 m

Last Stand

Nobody in this circle falls while you are still in it.

Physical · Radius · ally · r 5 m · hits you too

  • aura Warded r5 2t
  • restore 18 PhysicalArmor +1×Resolve
  • restore 10 WardArmor +0.50×Resolve
AP4CD4Per fight1Rangeself

Druid 16

Shed

Back, all at once, and standing where the animal was.

Pure · Self · selfonly · no line of sight needed

  • revert form
AP1Rangeself

Bough Strike

It is not fast. It does not need to be fast.

Physical · Singleactor · enemy

  • 18 Physical +1.50×Might
AP2Range2.4 m

Bramblecast

Thorn growth erupts through the ground. It blocks nothing and kills nobody -- it simply makes the ground expensive, and it cuts what walks on it.

Stone · Point

  • Bramble ground r3 5t
AP2Range12 m

Downdraught

Not much of a wind. Enough of one, in the right place, at head height.

Storm · Radius · enemy · r 3.5 m

  • 7 Storm +0.60×Spirit
  • push 3 m
AP2CD2Range9 m

Mend the Loam

A wound is an interruption, not a fact. Standing in living ground makes the argument considerably easier to win.

Pure · Singleactor · allyorself

  • heal 24 +1.50×Spirit
AP2Range12 m

Pounce

The ground between you stops being a consideration.

Physical · Singleactor · enemy

  • teleport behindTarget ≤8 m
  • 13 Physical +1.30×Finesse
  • Bleeding 3t m5
AP2CD1Range8 m

Rend

Twice, low, and away again before the arm comes round.

Physical · Singleactor · enemy

  • 8 Physical ×2 +0.80×Finesse
  • Bleeding 4t m6
AP2CD2Range2 m

Bough Form

You stop being in a hurry about anything.

Pure · Self · selfonly · no line of sight needed

  • shift to Bough
AP3CD2Rangeself

Fen Form

Down onto four, and the distance to the far side of them halves.

Pure · Self · selfonly · no line of sight needed

  • shift to Fen
AP3CD2Rangeself

Quickening

Growth accelerated past what the body would have chosen for itself. It is not comfortable and it is not meant to be.

Pure · Singleactor · ally

  • Hasted 2t
  • +1 AP
AP3CD4Range10 m

Skyward Form

Up, and out of the argument entirely for a little while.

Pure · Self · selfonly · no line of sight needed

  • shift to Skyward
AP3CD3Rangeself

Snare

The growth closes. Anything already stripped of its physical armor is held where it stands -- and everything else simply notices the thorns.

Stone · Radius · enemy · r 4 m

  • 8 Physical +0.90×Spirit on ? +—
  • Entangled 2t
  • Bleeding 2t m5
AP3CD3Range12 m

Sporeburst

A bloom of spores fills the air. Nothing sees through it, and nothing breathing in it stays healthy. Keep a torch well away from it.

Venom · Radius · r 3.5 m

  • 10 Venom +1.10×Spirit
  • Poisoned 3t m6
  • CloudSpores air r3.5 4t
AP3CD3Range11 m

Stoop

All of the height, spent at once, on one person who was looking the other way.

Physical · Singleactor · enemy

  • teleport behindTarget ≤12 m
  • 15 Physical +1.20×Finesse height +60
AP3CD2Range12 m

Take Hold

Whatever it has hold of, it has hold of until it decides otherwise.

Physical · Singleactor · enemy

  • 10 Physical +0.90×Might
  • Knockdown 2t m2
AP3CD3Range2.4 m

Grove

A stand of growth that was not there a moment ago, and intends to stay. It spreads while it holds, which is the whole point.

Pure · Radius · ally · r 5 m · hits you too

  • heal 16 +0.90×Spirit
  • Bramble ground r5 6t
AP4CD5Range10 m

Everyone 3

Shove

Cheap displacement. Does not knock down -- it only moves them, and off a ledge is still off a ledge.

Physical · Singleactor · notself

  • 3 Physical +0.40×Might
  • push 3 m
AP1Range2.5 m

Loose

A measured shot. Height advantage widens the wound.

Piercing · Singleactor · enemy

  • 5 Piercing +1.20×Finesse weapon
AP2Range18 m

Strike

A committed swing with whatever is in your main hand.

Physical · Singleactor · enemy

  • 6 Physical +1.20×Might weapon
AP2Range2 m

Fire (shared) 3

Emberlance

A lance of compressed flame. It punches through, then keeps burning where it lands -- ideal for lighting an oil slick you laid last turn.

Fire · Singleactor · enemy

  • 14 Fire +1.50×Wits vs ? +— on ? +—
  • Burning 2t m6
  • Fire ground r1.8 3t
AP3Range16 m

Scorching Wake

Drags a line of ember across the ground between you and where you point. Denies a lane rather than killing outright.

Fire · Line · 11 m long

  • 9 Fire +0.80×Wits
  • Ember ground r1.2 5t
AP3CD3Range11 m

Cinderburst

Detonates the air over a patch of ground. Whatever is already burning there feeds it.

Fire · Radius · r 3.5 m

  • 18 Fire +1.30×Wits vs ? +— on ? +—
  • Burning 3t m7
  • Fire ground r3 3t
AP4CD2Range13 m

Geomancer 9

Raise

A slab of the floor, stood on its end.

Stone · Point

  • Ash ground r2 5t
AP2CD1Range12 m

Stone Grip

The ground closes around the ankle and thinks about it.

Stone · Singleactor · enemy

  • 10 Stone +0.90×Spirit
  • Entangled 2t m1
AP2CD1Range14 m

Stoneskin

A layer of the world, worn.

Stone · Singleactor · allyorself

  • restore 16 WardArmor +1×Spirit
  • restore 10 PhysicalArmor +0.60×Resolve
AP2CD2Range10 m

Shardfall

The ceiling was load-bearing. Was.

Stone · Radius · r 3 m

  • 15 Stone +1.20×Spirit
  • Knockdown 1t m1
AP3CD2Range14 m

Bastion

A ring of it, and everyone inside is somebody else's problem.

Stone · Radius · ally · r 4 m · hits you too

  • restore 14 WardArmor +0.80×Spirit
  • restore 14 PhysicalArmor +0.80×Resolve
  • aura Fortified r4 3t
AP4CD3Range8 m

Petrify

Slowly, from the feet, and then not slowly.

Stone · Singleactor · enemy

  • 12 Stone +1×Spirit
  • Petrified 2t m1
AP4CD3Per fight2Range12 m

Sunder

You take the floor away from underneath them.

Stone · Cone · 6 m long

  • 18 Stone +1.30×Spirit
  • Knockdown 1t m2
  • clear ground r4
AP4CD3Range14 m

Landslide

All of it, downhill, at them.

Stone · Cone · 8 m long

  • 22 Stone +1.50×Spirit
  • push 4 m
  • Knockdown 1t m2
  • Ash ground r4 5t
AP5CD4Per fight1Range14 m

The Long Wall

It was here before the fight and it will be here afterwards.

Stone · Point

  • Ash ground r5 8t
  • 12 Stone +0.90×Spirit
  • push 2 m
AP5CD4Per fight1Range14 m

Inquisitor 9

Vigil

You are not going anywhere and neither are they.

Arcane · Self · selfonly

  • restore 18 WardArmor +1×Spirit
  • Warded 3t m4
AP2CD3Rangeself

Consecrate

This ground is spoken for.

Arcane · Point

  • clear ground r4
  • clear air r4
AP3CD2Range10 m

Hallow

Nothing grows here and nothing burns here.

Arcane · Radius · ally · r 4 m · hits you too

  • clears Burning, Poisoned, Bleeding, Oiled, Wet, Charged, Chilled
  • restore 12 WardArmor +0.70×Spirit
AP3CD3Range10 m

Silence

You put a hand on it and it stops.

Arcane · Singleactor · enemy

  • 12 Arcane +1.10×Spirit
  • Chilled 3t m4
AP3CD2Range8 m

Smite

Straightforward, and entirely sincere.

Arcane · Singleactor · enemy

  • 10 Physical +1×Might weapon 70%
  • 10 Arcane +1×Spirit
AP3CD1Range2.2 m

Strip

Whatever they were wearing, less of it.

Arcane · Singleactor · enemy

  • 14 Arcane +1.20×Spirit
  • clears Warded, Fortified, Hasted, Invisible
AP3CD2Range8 m

Anathema

Named, in front of everyone, and it sticks.

Arcane · Singleactor · enemy

  • 20 Arcane +1.50×Spirit
  • Feared 2t m1
  • Chilled 3t m5
AP4CD3Per fight2Range8 m

Condemnation

The verdict, delivered.

Arcane · Singleactor · enemy

  • 16 Physical +1.30×Might weapon
  • 16 Arcane +1.30×Spirit
  • Knockdown 1t m2
AP4CD3Range2.4 m

Interdict

No element of any kind, for anyone, for a while.

Arcane · Radius · r 5 m

  • clear ground r5
  • clear air r5
  • 16 Arcane +1.20×Spirit
  • Chilled 3t m4
AP4CD4Per fight1Range10 m

Items and consumables 32

Antivenom

Cuts poison and bleeding out of the blood.

Arcane · Singleactor · allyorself

  • clears Poisoned, Bleeding
AP1Range2 m

Choir Resonator

Struck once, it agrees with everything metal in the room.

Physical · Point · r 3.6 m

  • 74 Storm
  • ChargedWater ground r3.6 5t
AP1Range11 m

Cinder Bomb

Goes off on impact. Finds any oil already down and takes it with it.

Physical · Point · r 2.4 m

  • 14 Fire
  • Fire ground r2.4 3t
AP1Range11 m

Draught

Restores vitality. Poured into someone at zero, it puts them back on their feet.

Arcane · Singleactor · allyorself

  • heal 18
AP1Range2 m

Flask of Oil

Thick and slow. Whatever is standing in it stops being sure-footed, and starts being flammable.

Physical · Point · r 2.6 m

  • Oil ground r2.6 6t
AP1Range11 m

Fulgurite Charge

Sand that was struck by lightning, persuaded to do it again.

Physical · Point · r 3.2 m

  • 46 Storm
  • ChargedWater ground r3.2 5t
AP1Range11 m

Gravewake Censer

Burns green. Do not stand downwind of your own tactics.

Physical · Point · r 3.4 m

  • 60 Venom
  • CloudVenom air r3.4 5t
AP1Range11 m

Greater Draught

Restores vitality. Poured into someone at zero, it puts them back on their feet.

Arcane · Singleactor · allyorself

  • heal 32
AP1Range2 m

Greater Salve

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 16 PhysicalArmor
AP1Range2 m

Greater Tonic

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 16 WardArmor
AP1Range2 m

Hearth Stew

A proper meal. Only between fights, and worth stopping for.

Arcane · Singleactor · allyorself

  • heal 75
AP1Range2 m

Larder Feast

A proper meal. Only between fights, and worth stopping for.

Arcane · Singleactor · allyorself

  • heal 170
AP1Range2 m

Master Draught

Restores vitality. Poured into someone at zero, it puts them back on their feet.

Arcane · Singleactor · allyorself

  • heal 124
AP1Range2 m

Master Salve

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 64 PhysicalArmor
AP1Range2 m

Master Tonic

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 64 WardArmor
AP1Range2 m

Ninefold Draught

Restores vitality. Poured into someone at zero, it puts them back on their feet.

Arcane · Singleactor · allyorself

  • heal 186
AP1Range2 m

Ninefold Table

A proper meal. Only between fights, and worth stopping for.

Arcane · Singleactor · allyorself

  • heal 340
AP1Range2 m

Rain-Skin

Soaks the ground and everyone on it. Wet things freeze, and wet things conduct.

Physical · Point · r 2.6 m

  • Water ground r2.6 5t
AP1Range11 m

Rime Shell

Cracks open cold. Standing water becomes standing trouble.

Physical · Point · r 2.4 m

  • 10 Frost
  • Ice ground r2.4 4t
AP1Range11 m

Salve

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 9 PhysicalArmor
AP1Range2 m

Scoria Bomb

Porous, light, and full of something that is not.

Physical · Point · r 3.2 m

  • 52 Fire
  • Fire ground r3.2 4t
AP1Range11 m

Scroll of Return

Calls one name back across. They arrive standing, and no better than that.

Arcane · Singleactor · corpse

  • raise
AP1Range4 m

Scroll of the Second Dawn

The long version of the same argument, and it wins by more.

Arcane · Singleactor · corpse

  • raise at 2500%
AP1Range6 m

Smelling Salts

For the ones still upright and no longer present. Cuts fear and charm, and gets the floored moving.

Arcane · Singleactor · allyorself

  • clears Feared, Charmed, Knockdown
AP1Range2 m

Stormflask

Fulgurite dust in brine. Charges anything already wet.

Physical · Point · r 2.4 m

  • 11 Storm
  • ChargedWater ground r2.4 4t
AP1Range11 m

Stride

One turn of being somewhere else entirely.

Arcane · Singleactor · allyorself

  • Hasted 2t m2
AP1Range2 m

Superior Draught

Restores vitality. Poured into someone at zero, it puts them back on their feet.

Arcane · Singleactor · allyorself

  • heal 62
AP1Range2 m

Superior Salve

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 32 PhysicalArmor
AP1Range2 m

Superior Tonic

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 32 WardArmor
AP1Range2 m

Tonic

Rebuilds an armour layer -- which also re-gates every hard control aimed at it.

Arcane · Singleactor · allyorself

  • restore 9 WardArmor
AP1Range2 m

Trail Rations

A proper meal. Only between fights, and worth stopping for.

Arcane · Singleactor · allyorself

  • heal 30
AP1Range2 m

Venom Vial

Marsh-drawn and patient. The pool does more than the throw.

Physical · Point · r 2.2 m

  • 8 Venom
  • Venom ground r2.2 5t
AP1Range11 m

Necromancer 11

Crimson Tithe

The ledger is settled in the only currency it has ever accepted. Yours will do.

Arcane · Singleactor · enemy

  • 17 Arcane +1.50×Spirit vs ? +— on ? +—
  • Blood ground r2 4t
AP2Range13 m

Marrow-Draw

The tithe is taken from the part of them that was never anybody's business but the ground's.

Venom · Singleactor · corpse

  • heal 14 +0.80×Spirit
AP2CD1Range8 m

Toll the First

One toll. It takes nothing off them that a living body was using.

Arcane · Singleactor · enemy

  • 16 Arcane +1.10×Spirit
AP2Range12 m

Bone Wall

Three of them, stood up together, and none of them standing up again afterwards.

Stone · Point · r 3 m

  • Bramble ground r3 5t
  • Entangled 2t m1
AP3CD3Range10 m

Hemocraft

Blood already spilled is blood already owed. It answers faster than the kind still in a body.

Arcane · Singleactor · enemy

  • 15 Arcane +1.40×Spirit vs ? +— on ? +—
  • Bleeding 3t m7
AP3CD2Range14 m

Raise Thrall

Eight tolls closed the account. This is a renegotiation.

Venom · Singleactor · corpse

  • summon sum_thrall 5t
AP3Marrow1CD2Range8 m

Wither

Nothing dramatic. It simply stops mending as fast as it is coming apart.

Venom · Singleactor · enemy

  • 9 Venom +0.70×Spirit
  • Poisoned 5t m7
AP3CD2Range12 m

Bind Revenant

Not raised. Kept. There is a great deal of difference and all of it is paperwork.

Venom · Singleactor · corpse

  • summon sum_bound_revenant -1t
AP4Marrow2CD4Per fight1Range8 m

Blood Tide

Every pool on the field remembers whose it was. Called all at once, it comes back the long way -- and brings company.

Arcane · Radius · enemy · r 6 m

  • 14 Arcane +1.20×Spirit on ? +—
  • Bleeding 2t m5
  • pull 3 m
AP4CD4Range12 m

Call Back

Death is a debt, and the Ledger keeps both columns. One name is called back across it -- once, loudly, and at a cost the caller does not name aloud.

Arcane · Singleactor · corpse

  • raise at 1500%
AP4CD6Per fight1Range6 m

Procession

They come down the terrace in order, which is the part nobody is ready for.

Arcane · Cone · enemy · 9 m long

  • 12 Arcane +0.80×Spirit
  • Feared 2t m1
AP4CD3Range9 m

Plaguebearer 9

Infect

It takes. That is all it has to do today.

Venom · Singleactor · enemy

  • 8 Venom +0.80×Wits
  • Poisoned 4t m6
AP2Range14 m

Inoculate

A dose small enough to be useful.

Venom · Singleactor · allyorself

  • clears Poisoned, Bleeding, Burning
  • Warded 3t m3
  • heal 12 +0.80×Wits
AP2CD3Charges2Range10 m

Transference

It has to go somewhere, and it is not staying here.

Venom · Singleactor · enemy

  • 10 Venom +0.90×Wits
  • Poisoned 3t m6
AP2CD2Range12 m

Wither

Whatever they were relying on, less of it.

Venom · Singleactor · enemy

  • 12 Venom +1.10×Wits
  • Poisoned 3t m5
  • Chilled 2t m2
AP2CD1Range14 m

Blight

The ground itself is the dose now.

Venom · Point

  • Venom ground r4 6t
  • 10 Venom +0.90×Wits
AP3CD2Range14 m

Miasma

It settles. It is patient. It is not going anywhere.

Venom · Point

  • CloudVenom air r3.5 5t
  • Poisoned 3t m5
AP3CD2Range14 m

Necrosis

It has been working for several turns. This is the invoice.

Venom · Singleactor · enemy

  • 24 Venom +1.70×Wits vs ? +—
  • Poisoned 5t m10
AP4CD3Range14 m

Outbreak

Everyone who has been near anyone.

Venom · Radius · r 5 m

  • 14 Venom +1.10×Wits vs ? +—
  • Poisoned 4t m8
  • Venom ground r4 5t
AP4CD3Range14 m

Plague Ward

Whatever is going around, it is going around them.

Venom · Radius · ally · r 5 m · hits you too

  • aura Warded r5 4t
  • restore 16 WardArmor +1×Wits
  • clears Poisoned, Burning, Bleeding
AP4CD4Per fight1Rangeself

Pyromancer 9

Ignite

You do not need to hit them. You need to hit the floor.

Fire · Point

  • ['Oil', 'Ash', 'Bramble'] → Fire r3
  • 8 Fire +0.80×Wits
AP2CD1Range14 m

Kindle

A small, cheap, entirely serious flame.

Fire · Singleactor · enemy

  • 12 Fire +1.20×Wits
  • Burning 2t m4
AP2Range14 m

Pitch Flask

Thick, slow and patient. You are the light.

Fire · Point

  • Oil ground r3 6t
AP2CD1Charges2Range12 m

Firebreak

A line nobody sensible crosses.

Fire · Point

  • Fire ground r4 5t
AP3CD2Range12 m

Flare

Bright, sudden, and it leaves the ground hot.

Fire · Point

  • 14 Fire +1.10×Wits
  • Fire ground r2.5 3t
AP3CD1Range12 m

Scour

Burn it back to bare ground and start again.

Fire · Point

  • clear ground r4
  • Ash ground r4 6t
  • 10 Fire +0.90×Wits
AP3CD2Range14 m

Emberwake

It follows you, and it does not go out.

Fire · Self · selfonly

  • Ember ground r3 6t
  • Warm 4t m3
AP4CD3Rangeself

Immolate

All of it, on one of them.

Fire · Singleactor · enemy

  • 26 Fire +1.80×Wits vs ? +—
  • Burning 4t m8
AP4CD3Range12 m

Firestorm

Everything flammable within nine metres, at once.

Fire · Radius · r 4.5 m

  • ['Oil', 'Ash', 'Bramble', 'Blood'] → Fire r4.5
  • 20 Fire +1.50×Wits on ? +—
  • Burning 3t m7
AP5CD4Per fight2Range14 m

Reaver 9

Overdraw

You spend a turn you have not had yet.

Physical · Self · selfonly

  • +3 AP
  • Bleeding 2t m8
AP0CD4Per fight2Rangeself

Blood Price

You open your own arm and swing harder for it.

Physical · Self · selfonly

  • 8 Pure +0.20×Might
  • Bleeding 2t m3
  • Hasted 2t m2
AP1CD2Rangeself

Reaver's Wind

You are not finished. You have decided this.

Physical · Self · selfonly

  • heal 20 +1×Might
  • clears Bleeding, Entangled, Knockdown
AP1CD4Per fight2Rangeself

Hamstring

They will not be going anywhere quickly.

Physical · Singleactor · enemy

  • 10 Piercing +1×Finesse weapon 60%
  • Bleeding 3t m5
  • Entangled 2t m1
AP2CD2Range2.2 m

Cleave

One swing, everyone in front of it.

Physical · Cone · 3 m long

  • 11 Physical +1×Might weapon 70%
  • Bleeding 2t m4
AP3CD1Range3 m

Rend

A pulling cut. It opens armour and skin in the same motion.

Physical · Singleactor · enemy

  • 12 Physical ×2 +1.30×Might weapon 80%
  • Bleeding 3t m6
  • Blood ground r1.5 4t
AP3CD1Range2.2 m

Bloodstorm

Everything within reach, twice, and the floor is red afterwards.

Physical · Radius · r 3.5 m

  • 14 Physical ×2 +1.10×Might weapon 60%
  • Blood ground r3.5 5t
AP4CD3Range3.5 m

Execution

For something that is already finished and has not noticed.

Physical · Singleactor · enemy

  • 20 Physical +1.80×Might weapon vs ? +—
AP4CD3Range2.2 m

Reckoning

Everything you have been putting off, at once.

Physical · Radius · r 3 m

  • 22 Physical +1.60×Might weapon 80%
  • Bleeding 3t m8
  • Blood ground r3 5t
AP5CD4Per fight1Range3 m

Riftwalker 9

Step

A short distance, instantly, without crossing what is between.

Arcane · Point

  • teleport target ≤10 m
AP1CD1Charges2Range10 m

Grasp

They come to you, and they are not consulted.

Arcane · Singleactor · enemy

  • pull 5 m
  • 10 Arcane +0.90×Wits
AP2CD1Range14 m

Phase Strike

You are behind them. This was not negotiated.

Arcane · Singleactor · enemy

  • teleport behindTarget ≤10 m
  • 14 Arcane +1.20×Wits
AP2CD1Range10 m

Reach

The wall stopped being relevant.

Arcane · Singleactor · enemy · no line of sight needed

  • 13 Arcane +1.20×Wits
AP2CD2Range20 m

Fold

The distance was never the point.

Arcane · Singleactor · allyorself

  • teleport target ≤18 m
  • Hasted 2t m3
  • +1 AP
AP3CD3Range18 m

Repulse

Away, all of it, at speed.

Arcane · Radius · r 3.5 m

  • push 6 m
  • 12 Arcane +1×Wits
  • Knockdown 1t m1
AP3CD2Range3.5 m

Rift

A hole in the argument.

Arcane · Point

  • 15 Arcane +1.20×Wits
  • CloudStorm air r2.5 3t
AP3CD2Range16 m

Unmake

You take the surface out of the world entirely.

Arcane · Point

  • clear ground r5
  • clear air r5
  • 12 Arcane +1×Wits
AP3CD3Range16 m

Gravity Well

Everything within nine metres agrees on a new centre.

Arcane · Radius · r 4.5 m

  • pull 6 m
  • 16 Arcane +1.30×Wits
  • Entangled 1t m1
AP4CD3Per fight2Range14 m

Scrivener 7

The Quiet Page

The least impressive thing in the codex, and the one you have copied out twice in case the first goes.

Arcane · Singleactor · enemy

  • 12 Arcane +0.90×Wits
AP2CD1Range14 m

Borrowed Lightning

It was not yours. It is not yours now. It is simply, briefly, in your hand.

Storm · Singleactor · enemy

  • 22 Storm +1.40×Wits vs ? +— on ? +—
  • chain 2 jumps r6 falloff 0.70
AP3Resource1Range15 m

The Stilled Hour

A copy of a copy of a hospital charm. Whatever it was for originally, it holds a body together.

Pure · Singleactor · allyorself

  • heal 30 +1.20×Wits
  • restore 18 Both
  • clears Burning, Bleeding, Poisoned, Chilled
AP3Resource1Range12 m

Gathered Winter

A season, folded small, and then let go of.

Frost · Radius · enemy · r 4.5 m

  • 20 Frost +1.10×Wits
  • Ice ground r4.5 5t
  • Chilled 3t m4
AP4Resource1Range14 m

The Kiln Letter

Someone wrote this to be read once, at the end of something. It has been read four times.

Fire · Radius · enemy · r 4 m

  • 26 Fire +1.30×Wits on ? +—
  • Fire ground r4 4t
  • Burning 3t m8
AP4Resource1Range14 m

The Unmaking Word

Nine syllables in a hand nobody teaches any more. The paper browns as you say it.

Arcane · Singleactor · enemy

  • 34 Arcane +1.90×Wits
AP4Resource1Range16 m

The Ninth Margin

It is written sideways in the margin of a ledger, in a hand that stops halfway through the last word.

Arcane · Radius · enemy · r 5 m

  • 24 Arcane +1.20×Wits
  • Stunned 2t m1
AP5Resource2Per fight1Range18 m

Skirmisher 9

Disengage

Out, cleanly, before anyone decides to follow.

Piercing · Self · selfonly

  • Hasted 2t m3
  • clears Entangled
AP1CD2Charges2Rangeself

Read the Room

You work out where this one is going to be.

Piercing · Singleactor · enemy

  • Chilled 3t m2
AP1CD2Range12 m

Backstab

From behind, where the plates do not meet.

Piercing · Singleactor · enemy

  • 10 Piercing +1.40×Finesse weapon
AP2Range1.8 m

Lunge

Cover the ground and the gap in one motion.

Piercing · Singleactor · enemy

  • teleport behindTarget ≤6 m
  • 12 Piercing +1.20×Finesse weapon
AP2CD1Range6 m

Riposte

You let it come, and then you did not.

Piercing · Singleactor · enemy

  • 16 Piercing +1.50×Finesse weapon
  • Bleeding 3t m5
AP2CD3Range2 m

Smokefall

A handful of something unpleasant, and then nothing to aim at.

Piercing · Point

  • CloudSmoke air r3 4t
AP2CD2Range8 m

Trip

A boot in the right place at the right moment.

Physical · Singleactor · enemy

  • 6 Physical +0.80×Finesse
  • Knockdown 1t m2
AP2CD2Range2 m

Vanish

You were there a moment ago. Everyone agrees on that much.

Piercing · Self · selfonly

  • Invisible 2t m1
AP2CD3Rangeself

Flurry

Three quick cuts, none of them worth much alone.

Piercing · Singleactor · enemy

  • 4 Piercing ×3 +0.70×Finesse weapon 65%
  • Bleeding 2t m4
AP4CD2Range1.8 m

Storm (shared) 2

Stormlash

Calls a bolt onto a marked patch of ground. Unremarkable on dry stone. Devastating on standing water.

Storm · Point · r 1.6 m

  • 12 Storm +1.20×Wits vs ? +— on ? +—
  • ['Water', 'Blood'] → ChargedWater r2.6
  • Charged 2t m1
  • Stunned 1t m1
AP3CD1Range16 m

Arc Cascade

One target, then whatever is unlucky enough to be standing near them. Charged water carries it further than air does.

Storm · Singleactor · enemy

  • 15 Storm +1.25×Wits vs ? +— on ? +—
  • chain 3 jumps r6 falloff 0.70
  • Charged 2t m1
AP4CD3Range14 m

Stormblade 9

Slipstream

Three metres that nobody accounted for.

Storm · Self · selfonly

  • Hasted 2t m3
AP1CD1Charges2Rangeself

Charged Strike

The weapon carries whatever you brought with you.

Storm · Singleactor · enemy

  • 10 Storm +1.10×Finesse weapon 80%
  • Charged 2t m3
AP2Range2 m

Arcing Cut

It goes on afterwards, to whoever is nearest.

Storm · Singleactor · enemy

  • 13 Storm +1.20×Finesse weapon 70%
  • chain 2 jumps r4 falloff 0.70
AP3CD1Range2.2 m

Cut and Run

Hit, leave, and be somewhere else when it lands.

Storm · Singleactor · enemy

  • 14 Storm +1.20×Finesse weapon
  • teleport target ≤6 m
  • Hasted 1t m2
AP3CD2Range2.2 m

Dissonant Cut

It hits the plate and the mind at the same time.

Storm · Singleactor · enemy

  • 8 Physical +0.70×Finesse weapon 50%
  • 8 Storm +0.70×Wits
AP3CD1Range2.2 m

Resonance

Find the note the armour is holding and hold it back.

Storm · Singleactor · enemy

  • 12 Storm +1.10×Wits
  • Chilled 2t m3
  • Charged 2t m3
AP3CD2Range2.2 m

Thunderstep

You arrive with the weather.

Storm · Singleactor · enemy

  • teleport behindTarget ≤8 m
  • 16 Storm +1.30×Finesse weapon 80%
  • Charged 2t m4
AP3CD2Range8 m

Shatterchord

Both layers, at once, and neither of them ready.

Storm · Singleactor · enemy

  • 14 Physical +1.20×Finesse weapon 70%
  • 14 Storm +1.20×Wits
  • Stunned 1t m1
AP4CD3Per fight2Range2.4 m

Stormdance

Everyone in reach, in one continuous motion.

Storm · Radius · r 3 m

  • 12 Storm ×2 +1×Finesse weapon 60%
  • Charged 2t m3
AP4CD3Range3 m

Stormcaller 9

Live Ground

The floor is now part of the argument.

Storm · Point

  • ['Water', 'Blood'] → ChargedWater r3.5
  • CloudStorm air r3 3t
AP2CD1Range14 m

Spark

It goes where the water is, which is rarely where you pointed.

Storm · Singleactor · enemy

  • 11 Storm +1.10×Wits vs ? +—
  • chain 2 jumps r4 falloff 0.70
AP2Range14 m

Stutter

A small, precisely-timed interruption.

Storm · Singleactor · enemy

  • 9 Storm +0.80×Wits
  • Chilled 2t m2
AP2CD2Range14 m

Earthing Rod

You take the charge out of them and put it in the ground.

Storm · Singleactor · enemy

  • 12 Storm +1×Wits
  • clears Hasted, Fortified, Warded
  • Charged 2t m3
AP3CD3Range12 m

Forked

Two directions, both of them bad.

Storm · Singleactor · enemy

  • 13 Storm +1.10×Wits
  • chain 4 jumps r5 falloff 0.80
  • Charged 2t m3
AP3CD1Range14 m

Overload

You put more into it than it can hold.

Storm · Singleactor · enemy

  • 15 Storm +1.20×Wits
  • Charged 3t m5
AP3CD2Range12 m

Blackout

Nothing works for a moment, and a moment is all it takes.

Storm · Radius · r 3.5 m

  • 14 Storm +1.10×Wits
  • Stunned 1t m1
  • Charged 2t m4
AP4CD4Per fight1Range12 m

Cascade

Every wet thing in the room, in order.

Storm · Singleactor · enemy

  • 16 Storm +1.30×Wits vs ? +—
  • chain 6 jumps r6 falloff 0.85
  • Stunned 1t m1
AP4CD3Per fight2Range14 m

Thunderhead

It has been building for a while. You simply stopped holding it.

Storm · Radius · r 4 m

  • 18 Storm +1.40×Wits on ? +—
  • CloudStorm air r4 4t
  • Charged 2t m4
AP4CD3Range14 m

Support (shared) 5

Second Wind

Buys back a sliver of the turn. Never enough, always tempting.

Pure · Self · selfonly · no line of sight needed

  • +2 AP
  • Hasted 1t m1
AP0CD4Per fight1Rangeself

Blinkstep

Fold the distance between here and there. Costs the same whether you go two metres or twelve -- which is the entire point on a free-form AP budget.

Arcane · Point

  • teleport target ≤12 m
  • clears Entangled
AP2CD2Charges2Range12 m

Bulwark Chant

Rebuilds both armour layers. Because control is gated on armour, this does not merely heal -- it makes them immune to being stunned again until it is stripped.

Arcane · Singleactor · allyorself

  • restore 16 PhysicalArmor +1.10×Resolve
  • restore 16 WardArmor +1.10×Spirit
  • Fortified 2t m5
AP3CD3Range10 m

Mend Flesh

Closes wounds and smothers what is still burning on them. Does nothing for armour.

Pure · Singleactor · allyorself

  • heal 22 +1.60×Spirit
  • clears Bleeding, Burning, Poisoned
AP3CD1Charges2Per fight4Range12 m

Ward of the Ninth Bell

A single ringing note that lays ward over everyone standing near you.

Arcane · Self · allyorself · r 5 m · hits you too · no line of sight needed

  • restore 14 WardArmor +0.90×Spirit
  • Warded 3t m8
AP4CD4Per fight2Rangeself

Tide and Frost (shared) 5

Rime Lance

A spike of black ice. Bites hardest into anything already soaked.

Frost · Singleactor · enemy

  • Frost ground r1.8 3t
  • 12 Frost +1.30×Spirit vs ? +— on ? +—
  • Chilled 2t m1
AP2Range14 m

Steam Veil

Boils the ground moisture around you into a blinding curtain. Breaks line of sight without breaking contact.

Frost · Self · allyorself · r 3.5 m · hits you too · no line of sight needed

  • CloudSteam air r3.5 3t
  • Wet 2t m1
  • Warded 2t m10
AP2CD3Rangeself

Tidebolt

Launches a compressed globe of water hard enough to bruise through a ward and leave its target soaked.

Frost · Singleactor · enemy

  • 10 Frost +1×Spirit
  • Wet 2t m1
  • Water ground r1.4 3t
AP2Range15 m

Cloudburst

Pulls a squall down over a patch of battlefield. Deals almost nothing on its own -- it is a setup, not a kill.

Frost · Radius · r 4 m · no line of sight needed

  • Water ground r4 4t
  • Wet 3t m1
  • clears Burning, Oiled
  • clear air r4
AP3CD2Range14 m

Hoarfrost Bloom

Flash-freezes standing water into a sheet of ice. Anything caught with its ward already stripped locks solid.

Frost · Radius · r 3.2 m

  • Frost ground r3 4t
  • 13 Frost +1.10×Spirit vs ? +— on ? +—
  • ['Water', 'ChargedWater', 'Blood', 'ChargedBlood'] → Ice r3.2
  • Chilled 3t m1
  • Frozen 2t m1
AP4CD3Range12 m

Tidecaller 9

Mend

Not a miracle. A competent piece of work.

Frost · Singleactor · allyorself

  • heal 22 +1.40×Spirit
  • restore 10 WardArmor +0.60×Spirit
AP2CD1Charges2Range12 m

Rimelance

A spear of it, straight through.

Frost · Singleactor · enemy

  • 13 Frost +1.20×Spirit vs ? +—
  • Chilled 2t m3
AP2Range14 m

Veil

You cannot hit what you cannot see, and neither can they.

Frost · Point

  • CloudSteam air r3.5 4t
AP2CD2Range12 m

Wellspring

Clean water where there was none. It will matter shortly.

Frost · Point

  • Water ground r3 5t
AP2Range14 m

Cleansing Rain

It washes off. Most of it.

Frost · Radius · ally · r 5 m · hits you too

  • clears Burning, Oiled, Poisoned, Bleeding
  • heal 14 +0.90×Spirit
  • Wet 2t m1
AP3CD3Range12 m

Glaciate

The floor stops being a floor and starts being a decision.

Frost · Point

  • ['Water', 'ChargedWater', 'Blood'] → Ice r3.5
  • Frost ground r3.5 4t
AP3CD2Range14 m

Scald

Steam is water that has stopped being polite.

Fire · Radius · r 3 m

  • 14 Fire +1.10×Spirit vs ? +—
  • Burning 2t m4
AP3CD2Range12 m

Killing Frost

Everything within reach stops moving, including the air.

Frost · Radius · r 4 m

  • 18 Frost +1.40×Spirit vs ? +—
  • Frozen 2t m1
  • Ice ground r4 4t
AP4CD3Per fight2Range12 m

Tidal Surge

It arrives all at once and takes them with it.

Frost · Cone · 6 m long

  • 16 Frost +1.20×Spirit
  • push 4 m
  • Water ground r4 5t
  • Wet 3t m1
AP4CD3Range12 m

Warchanter 9

Dirge

A slower song, for them.

Arcane · Radius · r 4 m

  • Chilled 3t m3
  • Feared 1t m1 60%
AP2CD2Range10 m

Lend Breath

You give away a turn you were going to spend badly.

Physical · Singleactor · allyorself

  • +2 AP
AP2CD2Per fight3Range10 m

Marching Song

Everyone moves further, and nobody notices they are tired.

Physical · Radius · ally · r 8 m · hits you too

  • aura Hasted r8 3t
AP2CD2Range8 m

Battle Hymn

Not encouragement. Instruction.

Physical · Radius · ally · r 8 m · hits you too

  • aura Fortified r8 3t
  • restore 12 PhysicalArmor +0.70×Resolve
  • restore 12 WardArmor +0.70×Spirit
AP3CD3Range8 m

Lament

It gets into the plate and stays there.

Arcane · Radius · r 4 m

  • 10 Arcane +0.90×Spirit
  • Feared 2t m1
AP3CD3Range10 m

Second Breath

One more, out of nowhere, and it changes the round.

Physical · Singleactor · allyorself

  • +3 AP
  • clears Chilled, Entangled
AP3CD3Per fight2Range10 m

Crescendo

All of it, spent, at the moment it matters.

Physical · Radius · ally · r 8 m · hits you too

  • Hasted 2t m4
  • Fortified 2t m4
  • Warded 2t m4
  • +1 AP
AP4CD4Per fight1Range8 m

The Last March

The song everyone knows and nobody wants to hear.

Arcane · Radius · r 5 m

  • 16 Arcane +1.20×Spirit
  • Feared 2t m1
  • Chilled 3t m4
AP4CD4Per fight1Range10 m

Full Chorus

Everyone, at once, and then quiet.

Physical · Radius · ally · r 8 m · hits you too

  • +2 AP
  • Hasted 2t m3
AP5CD4Per fight1Range8 m

Warden 10

Oil-Head

A clay head that breaks wet. Somebody else brings the fire.

Piercing · Point

  • Oil ground r2.5 6t
  • 6 Piercing +0.60×Finesse
AP2CD1Range18 m

Rime-Head

It arrives cold and the ground argues about it afterwards.

Frost · Point

  • Frost ground r2.5 5t
  • 10 Frost +0.90×Finesse
  • Chilled 2t m3
AP2CD2Range18 m

Set Upon

You point. That is the whole of the command, and it has taken four years to make it that short.

Piercing · Singleactor · enemy

  • 11 Piercing +1.10×Finesse
  • Bleeding 3t m5
AP2CD2Range16 m

Worry

What a hound does to prey: grip, and do not let go.

Piercing · Singleactor · enemy

  • 9 Piercing +1×Finesse
  • Bleeding 3t m5
  • Entangled 1t m1 50%
AP2CD1Range2 m

Aimed Shot

Slow, deliberate, and it goes exactly where you sent it.

Piercing · Singleactor · enemy

  • 14 Piercing +1.50×Finesse weapon
AP3Range20 m

Call

One note off two fingers. It has been waiting somewhere out of sight since before the fight started.

Piercing · Point · no line of sight needed

  • summon sum_fen_hound -1t
AP3CD4Per fight2Range8 m

Marsh-Head

Marsh-drawn, and it keeps indefinitely. Unfortunately.

Venom · Point

  • Venom ground r2.5 5t
  • 12 Venom +1×Finesse
  • Poisoned 3t m5
AP3CD2Range18 m

Pin

Through the foot, into the ground.

Piercing · Singleactor · enemy

  • 10 Piercing +1.10×Finesse weapon
  • Entangled 2t m1
  • Bleeding 2t m4
AP3CD2Range18 m

Loose the Pack

Two of them, and neither of them is the good one. They work by there being two.

Piercing · Point · no line of sight needed

  • summon sum_pack_hound -1t
  • summon sum_pack_hound -1t
AP4CD5Per fight1Range8 m

Volley

Not one arrow. Not aimed at one person.

Piercing · Radius · r 3.5 m

  • 12 Piercing ×2 +1×Finesse weapon 70%
AP4CD3Range16 m

Warfare (shared) 8

Grapnel Yank

A hooked line. Drags them off the high ground and into your reach -- position is the damage.

Piercing · Singleactor · enemy

  • 7 Piercing +0.90×Finesse
  • pull 6 m
  • Entangled 1t m1
AP2CD2Range10 m

Oil Flask

Thrown, not cast. Coats the ground and everyone on it. Does no damage whatsoever -- that is somebody else's job.

Physical · Point · r 2.6 m

  • Oil ground r2.6 6t
  • Oiled 3t m1
AP2CD1Charges3Range12 m

Shatterblow

A plate-splitting overhead. The knockdown only lands once their physical armour is gone -- until then this is just a very good hit.

Physical · Singleactor · enemy

  • 16 Physical +1.60×Might weapon
  • Knockdown 1t m1
AP3CD2Range2.2 m

Sundering Arc

A wide sweep that opens armour and skin alike. Best swung into a crowd that has already been softened.

Physical · Cone · 4.5 m long

  • 11 Physical +1.10×Might weapon
  • Bleeding 3t m5
  • Blood ground r2 4t
AP3CD1Range4.5 m

Venom Spray

A fan of caustic spit. The pool it leaves keeps working after the turn ends.

Venom · Cone · 6 m long

  • 9 Venom +1×Finesse vs ? +—
  • Poisoned 3t m6
  • Venom ground r2.4 4t
AP3CD2Range6 m

Rending Flurry

Three committed swings instead of one. Each is worth less on its own; together they outrun anything you could do with the same points, and they leave the target bleeding.

Physical · Singleactor · enemy

  • 4 Physical ×3 +0.85×Might weapon 70%
  • Bleeding 3t m6
AP4CD2Range2.2 m

Stoneshard Volley

Rips a strip of the floor upward and forward. Petrifies once the ward is stripped.

Stone · Line · 12 m long

  • 15 Stone +1.20×Might vs ? +—
  • Petrified 1t m1
  • Ash ground r1 3t
AP4CD3Per fight3Range12 m

Whirling Edge

Two passes through everything in front of you. Half the weapon behind each pass, and twice as many chances for a surface to matter.

Physical · Cone · 3.5 m long

  • 3 Physical ×2 +0.60×Might weapon 50%
  • Blood ground r2 4t
AP4CD3Range3.5 m

Wellwright 9

Draw

A pull on the rope. Nothing anyone would write down.

Arcane · Singleactor · enemy

  • 11 Arcane +0.90×Spirit
AP2Range14 m

Keep the Well

Most of the job. None of the reputation.

Pure · Singleactor · allyorself

  • heal 14 +0.90×Spirit
AP2CD1Range12 m

Lining

A well without a lining is a hole that is going to fall in.

Pure · Singleactor · allyorself

  • restore 16 WardArmor +0.70×Spirit
  • Warded 3t m2
AP2CD2Range12 m

Wellspring

You put a well where there was not one. It will not last, but neither will the fight.

Frost · Point

  • Water ground r3.5 5t
AP2CD2Range12 m

Channel

Not thrown. Run, the way you would run a stream through a field.

Arcane · Line · enemy · 13 m long

  • 14 Arcane +1×Spirit
AP3CD2Range13 m

Rising Table

The water comes up under them, and everything it touches remembers being touched.

Frost · Radius · enemy · r 4 m

  • 13 Frost +1×Spirit vs ? +—
  • Wet 3t m1
AP3CD3Range13 m

Undertow

Everything in the water discovers which way the water was going.

Frost · Radius · enemy · r 4.5 m

  • 10 Frost +0.80×Spirit on ? +—
  • pull 3 m
AP3CD3Range12 m

Common Water

It was never yours. It was the village's, and the village is standing here.

Pure · Radius · ally · r 6 m · hits you too · no line of sight needed

  • heal 12 +0.70×Spirit
  • clears Burning, Bleeding, Poisoned
  • Water ground r4 4t
AP4CD4Per fight3Range10 m

Sluice Gate

You have been holding it back the whole fight. You stop.

Storm · Singleactor · enemy

  • 19 Storm +1.30×Spirit vs ? +—
  • chain 2 jumps r5.5 falloff 0.75
AP4CD4Range14 m