Magic

Creating an Ability

  1. Choose an Activation cost to determine the AP available.
  2. Buy up to 2 Dice per range bracket for 1 AP each.
  3. Add up to 3 different Effects for 2 AP each.

➊➋➌➍➎➏
⦸⊙⦼⊛⊝⊜⧀⦾

AP per Activation
Ability Types
Type Subtypes
➊ Move ⚔, ⬡, ⚖
⚅ Critical ⚜, ☖, ⚔, ♡, ⚖
⚀ Failure ⚜, ☖, ⚔, ♡, ⚖
♾ Passive ⚜, ☖, ⚔, ♡, ☘, ⬡, ⚖
✪ Unique ~
Activation Mods
Mod Synergy Effect
⯮ Dash Gains a dash token.
⎌ Leap Gain a leap token.
⯐ Seek Gain a seek token.
◍ Veil Gain a veil token.
❖ Ward Gain a ward token.
Harmful Effects
✦ Crit Treat any success as a critical.
Helpful Effects
✧ Heal Remove a wound.
◍ Veil Apply a veil token.
❖ Ward Apply a ward token.
Target Mods
⬣ Area Target every occupant in the hex once.
⚉ Twin One target twice, or two targets once.
⇒ Dash Start activation with a bonus move.
✦ Hurt Inflict a wound. Inflict an injury.
✧ Heal Remove a wound. Remove two wounds.
Activation Cost +3
⬣ Area Affect entire hex.
⮉ Fast Refund .
⭲ Push Push one hex. Push two hexes.
⚉ Twin Two attacks on same or adjacent targets.
⯐ Seek Ignore cover. Ignore cover. Defence rolls fail.
Activation Cost +4
✦ Crit Treat any success as a critical.
🗲 Stun Apply a stun.
Custom Actions
⇒ Move Start activation with a bonus move.
⏣ Tile Place a marker.
⎌ Item Movement ignores hostiles/markers.
Assist Mods
Name Effect
⬣ Area Affect entire hex.
✧ Heal Remove a wound.
◍ Veil Apply a veil.
❖ Ward Apply a ward.
⛓ Bind Apply a bind.
Defence Mods
⚜, ☖, ⚔, ♡, ☘, ⬡, ⚖
Critical Mods
Name Type Synergy Effect
⯮ Fast ⚜, ⚔, ⚖ Refund activation at -2.
✚ Mend Flip an injury.
◍ Veil ⚜, ⚖ Gain a veil.
❖ Ward ♡, ⚖ Gain a ward.
Failure Mods
⭮ Redo ⚜, ☖, ♡ Re-roll one die.
Roll Modifiers
Type Synergies Effect
Critical
⏭ Fast Refund .
✚ Mend Reduce to success and flip an injury.
◍ Veil Gain a veil.
❖ Ward Gain a ward.
Failure
⭮ Redo Re-roll one die.
Effects
1 SP
◈ Burn Target suffers a burn.
⭲ Push Target moves one hex away.
🟂 Slow Target suffers a slow.
🗲 Stun Target suffers a stun.
◍ Veil Target gains a veil.
❖ Ward Target gains a ward.
2 SP
⬣ Area Resolve this as an area effect.
⚉ Dual Select an extra, adjacent target.
✧ Heal Target loses a wound.
✦ Hurt Target turns a wound into an injury.
⎌ Jump Move to the target hex.
⯐ Seek Ignore the target's cover.
⏣ Tile Resolve this as a tile marker.
🟂 Trap Resolve this as a trap marker.
4 SP
✵ Crit Any success rolled becomes a critical.
✚ Mend Target loses a wound or flips an injury.
✦⏣
Effects
Name Description
⬣ Area Resolve this ability as an area effect.
⇒ Dash Move at half speed before activating.
⭮ Last Apply effects as lasting effects.
⤫ Null Remove up to one effect from the target.
⇴ Pass The target fails any defence rolls.
➵ Seek The target's cover is ignored.
✵ Stun The target gains a stun effect.
🟂 Trap The target gains a trap effect.
⚉ Twin Use twice on the same or adjacent targets.
◍ Veil The target gains a veil effect.
❖ Ward The target gains a ward effect.
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