0% found this document useful (0 votes)
9 views6 pages

Attributes

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views6 pages

Attributes

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 6

Attributes

Restricted by 20 points

Sorcery 1-10 Power 1-10

Armor 1-10 Souls 1-10

Speed 1-10 Elements 1-10

Souls
Restore Armor, Pay for Units

Game
Sorcery limits your Spells.

Defend only when you have the range.

3 Range zones of combat – Frontline, Midline, Farline

Units can attack only enemy units at their stated range zone.

Unit is guarded if it has any units in front of it.

Get 1 Soul at the start of your turn.

Actions
Unit (One per turn): Change range, Attack

Free: Cast a spell, Spend Souls on other actions.

Legion
Souls -> Power, Armor, Speed, Range(0,1,2), Nature (Max 2)

HP = P + A (Max 10)

Unit has Power, Armor, Speed, HP, Range, Elements, Nature


Elements
Invocation – Add element

Curse – Substract element

Number Element Nature Spell


1 Fire Splitstrike, Aggresive, Rage Fireball, Ring of Fire, Provocation, Inferno,
Immolation
2 Forest Tracker, Regeneration, Poison
3 Water Illusion, Liquid, Downstream Scry, Mirror, Counterspell, Drown, Tidal
wave
4 Stone Tough, Mountain, Guard Metal Skin
5 Ice Freezing, Coldblood, Rooted Avalanche, Blizzard
6 Death Undead Entropy,
7 Sky Flying, Lightning bolt
8 Order Stalwart, Defensive, Marksman Inspiration
9 Chaos Berserk, Coward Timeshift, Confusion
10 Wind
11 Light Solar, Consecration,
12 Dark Shrouded
13 Neutral ----------------------------------------- Curse
Nature
Splitstrike – Can Split attack between units.

Aggresive – Can Substract HP and add it to your damage.

Rage – Each time your friendly unit gets attacked, it gets +X Power in the next turn.

Tracker – Enemy unit cannot avoid attack if eligible by default.

Regeneration – Restore X Armor at the start a turn.

Poison - Enemy unit receiving damage has -X Power until end of turn.

Illusion – Can spend Souls to tank damage instead.

Liquid – Can switch Power and Armor rating when active.

Downstream – When attacked, this unit can retreat X zone back after.

Tough – Can convert X Armor to HP when active.

Mountain - Ignore any Speed debuff.

Guard – If another friendly unit in the zone is targeted, can switch positions before combat.

Freezing – Enemy unit receiving damage has -X Speed until end of turn.

Coldblood – Ignore any Power debuff.

Rooted – Attacked enemy unit cannot change zones in their next turn.

Undead – Convert some Power to HP and regain Armor upon death.

Flying – Can freely change range.

Stalwart – Can convert X Power to HP when active.

Defensive – Can defend an additional time.


Marksman – Can attack units regardless of range.

Berserk - Can convert X HP to Power when active.

Dodge - When attacked, you can use your Speed as Armor.

Solar – Spend Souls to restore HP.

Shrouded - Cannot be targeted by default.


Spells
Fireball – Deal X damage to target unit that is unguarded.

Vengeance – If target unit is attacked, the attacking unit receives X damage, until end of enemy turn.

Provocation – Enemy target unit has to attack your chosen unit next turn, costs X of enemy unit Power.

Inferno – Select enemy zone, every unit suffers 1 damage, costs X units deployed there.

Frenzy – Mage gets X+2 Power and -X Armor until the end of turn.

Scry – Opponent has to tell you his next actions x X and is bound to make it.

Metal skin – Mage gets X Armor until end of enemy turn.

Avalanche – Target units (in the same zone) x X have -X Speed until end of turn.

Blizzard – Target enemy units (in the same zone) x X can’t change zone until end of turn.

You might also like