Coral Elves
Blue (Air) Spells
Coral Elf ID Icons
Small
Medium
Large
Monster
1 Health
2 Health
3 Health
4 Health
Fighter
Trooper
Protector
Coral Giant
Guard
Courier
Herald
Gryphon
Horseman
Knight
Eagle Knight
Leviathan
Heavy
Melee
Light
Melee
Cavalry
Missile
Bowman
Archer
Evoker
Conjurer
Sharpshooter Sprite Swarm
Magic
Enchanter
Tako
Icons
Save
Maneuver
Magic
Missile
Melee
Racial Abilities
Terrain Advantage: When at a coastland terrain may count
maneuver results as if they were save results.
Hailstorm
Cost: 2X
Target any enemy army. Inflict X points of damage to the
target army.
Blizzard - Coral Elf
Cost: 4
Target any terrain not under the effect of Blizzard. Halve
all melee results, rounded down, at the target terrain until
the end of your next turn.
Wind Walk - Reserve
Cost: 4
Target any army. Add four maneuver results to the target
army until the beginning of your next turn.
Lightning Strike
Cost: 6
Target any enemy unit. The target unit must save or be
killed. May only be cast on a unit once per Magic Action.
Green (Water) Spells
Watery Double - Reserve
Cost: 2
Target any army. Add one save results to target army until
the end of your next turn.
Flash Flood
Cost: 5
Target any terrain. Reduce the target terrain one face
unless any army at the target terrain can roll eight
maneuver results. A terrain may only be targeted once per
magic action.
Deluge - Coral Elf
Cost: 6
Target any terrain. Subtract four maneuver and four missile
results at the target terrain until the beginning of your next
turn.
Wall of Fog
Cost: 6
Target any terrain not under the effect of Wall of Fog. Half
all maneuver results at the target terrain until the
beginning of your next turn. Half all missile results
targeting an army at the target terrain until the beginning
of your next turn. Results are rounded down.
Elemental Spells
Resurrect Dead - Reserve
Cost: 3X
Target a X health-worth unit from your Dead Unit Area.
Return target unit to the casting army. You may use any
color or combination of colors of magic in multiples of 3 to
cast this spell.
Summon Dragonkin
Cost: 3X
Target a X health-worth unit of your Dragonkin in the
summoning pool with the same color as the magic used to
cast this spell. Target unit joins the casting army if it is at a
terrain.
Call Element
Cost: 5
Target any terrain. Until the terrain face is changed, the
target terrain gains the element used to cast this spell.
Summon Dragon
Cost: 7
Target any terrain. Send any dragon that shares a color of
the magic used to cast this spell in a summoning pool or at
a terrain to the target terrain. Ivory dragons match any
color used to cast this spell. White Dragons must be
summoned with the Summon White Dragon Spell.
Summon White Dragon
Cost: 14
Target any terrain. Send any white dragon to the target
terrain.
Coral Elves
Special Action Icons
Bullseye: (dragon attack, missile)
Target up to X health-worth of units in the defending army. Those units must generate a save or be killed. During
a Dragon attack each Bullseye result generates a missile result.
Cantrip: (any non-maneuver)
During a magic action or magic negation roll, Cantrip generates X magic results. Cantrip generates X magic results
that allow you to cast spells as a magic action.
Counter: (dragon attack, melee, save, save against melee)
During a save roll against a melee attack, Counter generates X save and X melee results upon the attacking army.
Only magical saves protect against this damage. During any other save roll, Counter generates X save results.
During a melee attack, Counter generates X melee results.
During a dragon attack, Counter generates X save and X melee results.
Entangle: (melee)
During a melee attack, target up to X health-worth of units in the defending army to be entangled. The target
units cannot be rolled until the beginning of your next turn. Killing the entangling unit negates the effect.
Ferry: (non-maneuver)
During any non-maneuver roll, the ferrying unit may move itself and up to four health-worth of units in the army
containing this unit to any other terrain.
Fly: (maneuver, save)
During a maneuver roll, Fly generates X maneuvers. During a save roll, Fly generates X saves.
Hypnotic Glare: (melee)
When the defending army rolls their save against a melee attack, all units that rolled an ID result are 'hypnotized'
and their results do not count to save.
Until the end of your next turn any units hypnotized may not roll in a roll. If a unit leaves the terrain the effect
ends for that unit. If the Glaring unit leaves the terrain, is killed or is rolled the effect also ends.
The unit that is glaring may be excluded from any roll while glaring.
Rend: (dragon attack, maneuver, melee)
During a maneuver roll, Rend generates X maneuver results.
During a melee or dragon attack, Rend generates X melee results then roll the unit again and apply the result to
the total.
Smite: (dragon attack, melee)
During a melee attack, Smite does X points of damage to the defending army with no
saves possible.
During a dragon attack Smite generates X melee results.
Swallow: (melee)
During a melee attack, target one unit in the defending army to roll its ID icon or be killed and buried.
Tail: (dragon attack, melee)
During a dragon or melee attack, Tail generates two melee results. Roll this unit again and apply the new result as
well.
Trample: (any)
During any roll, Trample generates X maneuver and X melee results.
Wave: (maneuver, melee)
During a melee attack, the defending army subtracts X from their save results.
During a marching players maneuver roll, subtract X from each counter-maneuvering armys maneuver results.