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.