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Heroes

Sixteen casters and the spells each starts with.

Sixteen casters. Each starts a campaign with two spells — a tap spell and a held channel — and gains one more at every boss. Any hero can be dealt any spell, but the first card of every boss draft is always one of the hero's own, listed in each entry.

PyromancerFire caster. Starts with Touch Paper (tap) and Stokehold (hold).
Element: FireTalent trees: Ignition · Burning · Bellows

An Elementalist of the academies, sent where fires have stopped warming because fire is what that schooling spends years learning to control, and somebody has to find out why it no longer does.

Starting spells

Tap: Touch Paper
Bolt · fire — flies until it hits a body; lands a moment later. Light fire Bolt; a small impact whose payload is a short burn, and the burn pays a lump when it finishes on its own terms.
Hold: Stokehold
Beam · fire — hold to keep it on, standing still. Medium offensive fire Beam, channelled and rooted; it lights nothing and applies no dot, and its damage is below the curve against an unlit body and above it against a burning one.

Own spells (7)

Every boss draft deals one of these in its first card, so a Pyromancer can always take one of them.

SpellElementShapeRole
AshenlineFireHaltControl
BlisteringFireHaltOffensive
CinderburstFireBoltOffensive
CoalbreathFireBeamOffensive
EmberfallFireDropOffensive
EmberlashFireBoltOffensive
FlashpointFireHaltControl
CryomancerFrost caster. Starts with Ahead of It (tap) and The long cold (hold).
Element: FrostTalent trees: Window · Drag · Distance

An Elementalist who never stopped studying cold, sent because this winter does not behave like one, and knowing how cold behaves is the whole of that study.

Starting spells

Tap: Ahead of It
Bolt · frost — flies until it hits a body. Medium frost Bolt; the slowest shard in the kit and one that has to be led, dealing real frost damage and rooting the body it catches while diminishing control erodes only the hold.
Hold: The long cold
Beam · frost — hold to keep it on, standing still. Light offensive frost Beam, channelled and rooted; the deepest slow in the game for exactly as long as it is held on one body, flat rather than ramping, expiring on its own terms the instant it is released.

Own spells (10)

Every boss draft deals one of these in its first card, so a Cryomancer can always take one of them.

SpellElementShapeRole
AfterfrostFrostHaltOffensive
CalvingFrostDropOffensive
CreepingfloeFrostHaltControl
GlacierlanceFrostBeamOffensive
HoarshardFrostBoltOffensive
NeedleglassFrostBoltOffensive
RimeholdFrostHaltControl
ShatterpointFrostBoltOffensive
StillairFrostSelfOffensive
WinterdragFrostBeamOffensive
TempestStorm caster. Starts with Called In (tap) and Errand line (hold).
Element: StormTalent trees: Errand · Touchdown · Paid in kind

A Shaman sworn to the sky rather than to a valley, the one pact that keeps its strength however far north the road goes.

Starting spells

Tap: Called In
Drop · storm — press again and it falls on its shadow. Heavy storm Drop; one telegraphed strike that stuns the body it lands on and leaves no ground behind.
Hold: Errand line
Beam · storm — hold to keep it on, standing still. Light offensive storm Beam, channelled and rooted; its output is the arc walking from the first body to the next while held, never dwelling on the first one.

Own spells (17)

Every boss draft deals one of these in its first card, so a Tempest can always take one of them.

SpellElementShapeRole
AfterglowNo elementSelfHealing
Fallback pointNo elementHaltDefensive
ForkStormBoltOffensive
Hand offNo elementBoltDefensive
HandshakeStormBoltOffensive
Hold the lineNo elementBeamDefensive
OverheadStormHaltOffensive
RainfallNo elementDropHealing
Rear guardNo elementSelfDefensive
ReflexNo elementSelfDefensive
Second skinNo elementSelfDefensive
Split the differenceNo elementSelfDefensive
Standing orderNo elementHaltHealing
The handoverStormBeamOffensive
The rimStormDropOffensive
VesperHolyBoltOffensive
VigilHolyBeamOffensive
GeomancerStone caster. Starts with The Old Name (tap) and Slow ground (hold).
Element: StoneTalent trees: Terrain · Weight · Nearest

A speaker of True Names, sent at the front because a rune's shield is paid in the speaker's own health, and a party walking into a winter needs someone who pays first.

Starting spells

Tap: The Old Name
Self — works on and around you. Medium Self, no element, deals no damage; a beat after the press inert stone rises in the direction the caster is facing, around the caster, blocking friend, foe and the caster's own beam alike, then expires (a nearest-enemy anchor is a PROPOSED variant, not the spec).
Hold: Slow ground
Beam · stone — hold to keep it on, standing still. Medium offensive stone Beam, channelled and rooted; the single body it holds is pushed slowly away for as long as it is held, slower than a walk so it delays and never repels, and never an ally.

Own spells (24)

Every boss draft deals one of these in its first card, so a Geomancer can always take one of them.

SpellElementShapeRole
AfterglowNo elementSelfHealing
AnchorNo elementSelfControl
BallastStoneDropControl
CairnStoneDropOffensive
Caught breathNo elementSelfDefensive
Close quartersNo elementSelfHealing
Even keelNo elementSelfDefensive
Friendly termsNo elementSelfDefensive
OverhangStoneDropOffensive
Rear guardNo elementSelfDefensive
ReflexNo elementSelfDefensive
Second skinNo elementSelfDefensive
Second windNo elementSelfControl
Set fastNo elementSelfDefensive
Share the loadNo elementSelfHealing
Sheer weightStoneSelfOffensive
Split the differenceNo elementSelfDefensive
Standing watchNo elementSelfDefensive
Steady handsNo elementSelfDefensive
The grainStoneHaltOffensive
The hammerStoneBoltOffensive
The long pushStoneBeamOffensive
The undertowStoneHaltControl
Where you stoodNo elementSelfControl
DruidNature caster. Starts with The Ground Answers (tap) and Creeping line (hold).
Element: NatureTalent trees: What is underfoot · It gets into everything · The last of it

A Druid who leaves the valley the pact is sworn to and is weaker for every mile of it, because the winter reaches that valley too if nobody stops it.

Starting spells

Tap: The Ground Answers
Summon — a helper that acts on its own. Medium Summon, no element on the spell itself; the spirit rises at the caster's feet and takes its behaviour, never its element, from the surface the caster is standing on.
Hold: Creeping line
Beam · nature — hold to keep it on, standing still. A nature Beam, channelled and rooted, small steady damage — the crawl tool every hero carries. The growth runs OUT ALONG THE HELD LINE at a watchable speed rather than outward from the caster's feet, stopping at the first body and leaving nothing when the channel stops. Converted from a channelled Self; the mechanic is the same growth pointed forward, and the Druid's sole right to spend the ground is untouched.

Own spells (21)

Every boss draft deals one of these in its first card, so a Druid can always take one of them.

SpellElementShapeRole
At your shoulderNo elementSummonSummon
BleederNo elementSummonSummon
Brief oneNo elementSummonSummon
CarrierNo elementSummonSummon
Creeping greenNatureHaltOffensive
DiggerNo elementSummonSummon
First to arriveNo elementSummonSummon
HedgeNo elementSummonSummon
Long oneNo elementSummonSummon
Loud oneNo elementSummonSummon
MirrorNo elementSummonSummon
PainterNo elementSummonSummon
QuickeningNo elementSummonSummon
RelayNo elementSummonSummon
ScreamerNo elementSummonSummon
Second seasonNatureDropOffensive
SplinterNatureBeamOffensive
The long grassNatureDropControl
The quickNatureHaltOffensive
ThicketNatureBoltOffensive
Two of themNo elementSummonSummon
PlaguebringerDecay caster. Starts with The Cordon (tap) and The widening (hold).
Element: DecayTalent trees: Unfit ground · Carried · Tenant

A Necromancer no Concord kingdom would license, sent by the one academy that answers to none of them; north of the charter's reach, their law stops meaning anything too.

Starting spells

Tap: The Cordon
Halt · decay — press again to stop it there. Halt, decay, medium; the second press leaves a ring of hostile decay around the point where it was stopped with clean floor inside, ticking only on what stands in the band and never held, never a wall.
Hold: The widening
Beam · decay — hold to keep it on, standing still. A Beam, decay, medium, offensive, rooted while held; it starts as a thread and widens the longer it is held, snapping back on release — width, never rate, the tick on any one body never moving and the widening paid in friendly fire. It leaves no pool and no dot.

Own spells (5)

Every boss draft deals one of these in its first card, so a Plaguebringer can always take one of them.

SpellElementShapeRole
CarrionDecayHaltControl
RustDecayBoltControl
SepsisDecayBoltOffensive
The doseDecayHaltOffensive
The sinkDecayHaltOffensive
OccultistShadow caster. Starts with The Courtesy (tap) and On the beat (hold).
Element: ShadowTalent trees: Appointment · Terms · Ledger

A Witch on the Shadow path, whose hexes ask nothing of fire, which is why the academy sends one down a road where fire means less with every mile.

Starting spells

Tap: The Courtesy
Bolt · shadow — flies until it hits a body; lands a moment later. Bolt, shadow, medium; the impact deals nothing and leaves a visible appointment on the body, and the whole of its damage arrives on one later beat as a delay rider.
Hold: On the beat
Beam · shadow — hold to keep it on, standing still. A Beam, shadow, light, offensive, whose damage settles in whole instalments on a fixed beat — an instalment left unfinished pays nothing, every settled one is kept — the only thing in the kit that is paid on the spot.

Own spells (6)

Every boss draft deals one of these in its first card, so a Occultist can always take one of them.

SpellElementShapeRole
CitationShadowBeamOffensive
GloomlanceShadowBeamOffensive
HollowpointShadowBoltOffensive
QuietrotShadowBoltOffensive
SpilloverShadowDropOffensive
TitheShadowBeamOffensive
LightbringerHoly caster. Starts with Plain Sight (tap) and The standing light (hold).
Element: HolyTalent trees: Radiance · Mercy · Zeal

A Priest of the Light, which does nothing quietly; through frightened country, a party that can be seen from a long way off is a party people open their doors to.

Starting spells

Tap: Plain Sight
Bolt · holy — flies until it hits a body. Bolt, holy, medium; it lights the enemy body it hits for a window, and every ally inside the light leaves with empower. No heal and no shield: healing reaches the party through riders and talents, and shielding is the Sage's wall.
Hold: The standing light
Beam · holy — hold to keep it on, standing still. A Beam, holy, medium, offensive, which runs only while it is landing damage on an enemy and ends when it is not — the hero's damage floor, granting the party nothing at all.

Own spells (17)

Every boss draft deals one of these in its first card, so a Lightbringer can always take one of them.

SpellElementShapeRole
AureoleHolyBoltOffensive
CandleshotHolyBoltOffensive
CarrierNo elementSummonSummon
Caught breathNo elementSelfDefensive
ConsecrationHolyHaltControl
HallowfootHolyHaltControl
JudgementfallHolyDropOffensive
Say the wordNo elementBeamDefensive
Second windNo elementSelfControl
Set the paceNo elementBeamDefensive
Steady handsNo elementSelfDefensive
SunwellHolySelfOffensive
The quickNatureHaltOffensive
VesperHolyBoltOffensive
VigilHolyBeamOffensive
WayshrineHolyHaltOffensive
WindfallNo elementDropDefensive
ArcanistArcane caster. Starts with Footnote (tap) and Banked light (hold).
Element: ArcaneTalent trees: Marginalia · The second reading · The standing work

A Wizard of the tradition's own centre, sent because nobody at the academy can say what this winter is, and saying what things are is the whole of a Wizard's discipline.

Starting spells

Tap: Footnote
Halt — press again on a body: no damage, it marks it for the next element. Light Halt, no element, deals no damage; a placed annotation carrying a duration-form mark, which is blank on landing and takes the colour of the first damage to touch the body.
Hold: Banked light
Beam · arcane — hold, standing still; it all lands when you let go. Medium offensive arcane Beam, channelled and rooted, carrying a delay rider; its damage does not land while held but banks on the body in visible increments and arrives in one instance on release, forfeiting whatever is unbanked if the channel is interrupted.

Own spells (15)

Every boss draft deals one of these in its first card, so a Arcanist can always take one of them.

SpellElementShapeRole
BreakwaterNo elementHaltDefensive
CarrionDecayHaltControl
ConsecrationHolyHaltControl
House coloursArcaneDropOffensive
Left overVoidBeamOffensive
Note in the marginArcaneBoltOffensive
PainterNo elementSummonSummon
Passed alongArcaneHaltControl
QuickeningNo elementSummonSummon
Second seasonNatureDropOffensive
Signed and countersignedArcaneBoltOffensive
The grainStoneHaltOffensive
The late readingArcaneBeamOffensive
The understudyArcaneHaltControl
Twice toldArcaneBoltOffensive
VoidcallerVoid caster. Starts with The Levy (tap) and The thin place (hold).
Element: VoidTalent trees: Collateral · Bad faith · Nearer dark

A Warlock whose power is a pact that is always collected, sent because the road north wants someone already used to paying for what they carry.

Starting spells

Tap: The Levy
Halt · void — press again to stop it there. Halt, void, medium; a fixed slice of the caster's own health is spent at the press and collapses the point where it was stopped.
Hold: The thin place
Beam · void — hold to keep it on, standing still. A void Beam, channelled and rooted, small steady damage, stopping at the first body — the crawl tool every hero carries and deliberately the least interesting spell in the kit. The Voidcaller's identity is the pact, not the opener: The Levy is the signature and carries all of it.

Own spells (9)

Every boss draft deals one of these in its first card, so a Voidcaller can always take one of them.

SpellElementShapeRole
A hole in itVoidBoltOffensive
Draw downVoidBeamOffensive
Hollow outVoidBoltOffensive
Left overVoidBeamOffensive
Negative spaceVoidDropOffensive
Short measureVoidBoltOffensive
SinkholeVoidHaltControl
Sympathetic vacancyVoidHaltControl
The standing hollowVoidSelfOffensive
HunterPhysical caster. Starts with The Open Shot (tap) and Loosed (hold).
Element: PhysicalTalent trees: Long lane · Inside guard · Footwork

A Hunter with no magic at all, which is exactly why: whatever the winter does to the traditions, a bowstring still draws in the cold.

Starting spells

Tap: The Open Shot
Bolt · physical — flies until it hits a body. Bolt, physical, light; one arrow whose damage is set by how far it travelled before it hit.
Hold: Loosed
Beam · physical — hold to keep it on, standing still. A Beam, physical, medium, offensive, resolving in discrete loosed shots while held rather than as a continuous ray — the one spell in the kit that roots the hero.

Own spells (9)

Every boss draft deals one of these in its first card, so a Hunter can always take one of them.

SpellElementShapeRole
AlongsidePhysicalBeamOffensive
CaltropsPhysicalHaltControl
Close quartersPhysicalBoltOffensive
Comes backPhysicalBoltOffensive
LoosedPhysicalBeamOffensive
Open woundPhysicalBoltOffensive
PinnedPhysicalBoltOffensive
SnarePhysicalHaltControl
The anvilPhysicalDropOffensive
SageHoly caster. Starts with Prepared Ground (tap) and Long mercy (hold).
Element: HolyTalent trees: Precedent · Margin · Correction

A Sage of Comparative Theology who heals by three doctrines without belonging to any of them, the one kind of healer a party of sixteen traditions can all accept.

Starting spells

Tap: Prepared Ground
Drop · holy — press again and it falls on its shadow. Drop, holy, heavy; it lands under its own falling shadow, deals holy damage to enemies standing in it and leaves shield on allies standing in it.
Hold: Long mercy
Beam — hold to keep it on, standing still; heals allies, hurts enemies. A light Beam that heals the first ally or hurts the first enemy it meets while held; Long Mercy (spell.healing.long_mercy) preserves the healing start, and owner Snagbook s17.

Own spells (34)

Every boss draft deals one of these in its first card, so a Sage can always take one of them.

SpellElementShapeRole
AfterglowNo elementSelfHealing
BreakwaterNo elementHaltDefensive
Close quartersNo elementSelfHealing
DeadfallNo elementDropDefensive
Draw breathNo elementBeamHealing
Even the scoreNo elementBoltDefensive
Fallback pointNo elementHaltDefensive
Field dressingNo elementBoltHealing
Hand offNo elementBoltDefensive
Hold the lineNo elementBeamDefensive
Late mercyNo elementBoltHealing
Line in the sandNo elementHaltDefensive
Low tideNo elementHaltHealing
MendNo elementBoltHealing
Overhead coverNo elementDropDefensive
RainfallNo elementDropHealing
RationNo elementHaltHealing
Rear guardNo elementSelfDefensive
ReflexNo elementSelfDefensive
Say the wordNo elementBeamDefensive
Sea legsNo elementDropDefensive
Second handNo elementBoltHealing
Second skinNo elementSelfDefensive
Set the paceNo elementBeamDefensive
Share the loadNo elementSelfHealing
Split the differenceNo elementSelfDefensive
Standing orderNo elementHaltHealing
Under fireNo elementBeamHealing
VesperHolyBoltOffensive
VigilNo elementBeamDefensive
VigilHolyBeamOffensive
WellspringNo elementHaltHealing
WindbreakNo elementBeamDefensive
WindfallNo elementDropDefensive
EngineerFire caster. Starts with The Fixture (tap) and Slowmatch (hold).
Element: FireTalent trees: Placement · Emplacement · Operator

An Engineer, because what is built needs no gift and no god, and a machine does not care how far north it has been carried.

Starting spells

Tap: The Fixture
Summon — a helper that acts on its own. Summon, heavy, no element on the spell (its fire is on what the gadget puts out); the Engineer's carve-out makes the input press → press, the second press an aimed placement, and what stands there a body that never moves and is never pursued.
Hold: Slowmatch
Beam · fire — hold to keep it on, standing still. A Beam, fire, light, offensive, rooted while held; all of its damage arrives as the burn it stamps and none as impact — the one channel in the pool whose damage lands after it is released. Not a Self: the ~3 channelled Selfs are claimed by 05 and 10 with the third frozen.

Own spells (21)

Every boss draft deals one of these in its first card, so a Engineer can always take one of them.

SpellElementShapeRole
AshenlineFireHaltControl
At your shoulderNo elementSummonSummon
BleederNo elementSummonSummon
BlisteringFireHaltOffensive
BreakwaterNo elementHaltDefensive
Brief oneNo elementSummonSummon
CarrierNo elementSummonSummon
DiggerNo elementSummonSummon
EmberfallFireDropOffensive
First to arriveNo elementSummonSummon
FlashpointFireHaltControl
HedgeNo elementSummonSummon
Long oneNo elementSummonSummon
Loud oneNo elementSummonSummon
MirrorNo elementSummonSummon
PainterNo elementSummonSummon
QuickeningNo elementSummonSummon
RelayNo elementSummonSummon
ScreamerNo elementSummonSummon
SunderflameFireDropOffensive
Two of themNo elementSummonSummon
BeastmasterPhysical caster. Starts with Something Came With Him (tap) and The leash lane (hold).
Element: PhysicalTalent trees: Beast · Lure · Hands

A Shaman bound to one beast rather than to one valley, so the pact walks north on four legs beside the party.

Starting spells

Tap: Something Came With Him
Summon — a helper that acts on its own. Summon, medium, no element on the spell (its physical damage is on what the animal does); the plain summon, one press, appears at the caster, then drifts imperfectly toward the caster's aim for its whole lifetime.
Hold: The leash lane
Beam · physical — hold to keep it on, standing still. A Beam, physical, light, offensive, rooted while held; its constraint is that the lane and the leash are the same input — the caster's aim is the beast's only steering and the beast is a body that stops the beam, so pointing it at the pack points the animal into the lane. Not a Self: the ~3 channelled Selfs are claimed by 05 and 10 with the third frozen.

Own spells (20)

Every boss draft deals one of these in its first card, so a Beastmaster can always take one of them.

SpellElementShapeRole
At your shoulderNo elementSummonSummon
BleederNo elementSummonSummon
BreakwaterNo elementHaltDefensive
Brief oneNo elementSummonSummon
CarrierNo elementSummonSummon
CarrionDecayHaltControl
DiggerNo elementSummonSummon
First to arriveNo elementSummonSummon
HedgeNo elementSummonSummon
Left overVoidBeamOffensive
Long oneNo elementSummonSummon
Loud oneNo elementSummonSummon
MirrorNo elementSummonSummon
PainterNo elementSummonSummon
QuickeningNo elementSummonSummon
RelayNo elementSummonSummon
ScreamerNo elementSummonSummon
Second seasonNatureDropOffensive
The understudyArcaneHaltControl
Two of themNo elementSummonSummon
AlchemistDecay caster. Starts with The Measure (tap) and Priced ground (hold).
Element: DecayTalent trees: Field · Draught · Aura

An Alchemist, sent because a place where fire no longer warms is a problem of matter, and taking matter apart is what the craft is for.

Starting spells

Tap: The Measure
Halt — press again to stop it there; heals allies only. Halt with positive polarity (a healing pool), no element, medium; a healing pool whose tick is one measure divided among whoever is standing in it, so one ally drinks all of it and four share it four ways. Claims none of the pool's fourteen heals — hero content outside the 180.
Hold: Priced ground
Beam · decay — hold to keep it on, standing still. A Beam, decay, light, offensive, rooted while held; it prices the ground at its point of contact rather than hitting the body — a body pays only while it stands in the patch, the patch follows the caster's aim with a short lag (the channel pivot) and ends with the channel, leaving nothing.

Own spells (31)

Every boss draft deals one of these in its first card, so a Alchemist can always take one of them.

SpellElementShapeRole
AfterglowNo elementSelfHealing
AnchorNo elementSelfControl
AshenlineFireHaltControl
BallastStoneDropControl
CaltropsPhysicalHaltControl
Caught breathNo elementSelfDefensive
Close quartersNo elementSelfHealing
ConsecrationHolyHaltControl
Creeping greenNatureHaltOffensive
CreepingfloeFrostHaltControl
DowndraftStormHaltControl
EmberfallFireDropOffensive
Even keelNo elementSelfDefensive
Friendly termsNo elementSelfDefensive
Line in the sandNo elementHaltDefensive
Loud oneNo elementSummonSummon
Rear guardNo elementSelfDefensive
ReflexNo elementSelfDefensive
RemainderVoidHaltControl
Second skinNo elementSelfDefensive
Second windNo elementSelfControl
Set fastNo elementSelfDefensive
Share the loadNo elementSelfHealing
SinkholdNo elementHaltControl
Split the differenceNo elementSelfDefensive
Standing watchNo elementSelfDefensive
Steady handsNo elementSelfDefensive
The long grassNatureDropControl
The sinkDecayHaltOffensive
UmbralmireShadowHaltControl
Where you stoodNo elementSelfControl
InquisitorShadow caster. Starts with The Vow (tap) and The plain reading (hold).
Element: ShadowTalent trees: Charge · Verdict · Deadair

An Inquisitor walking north for an academy the order at home distrusts, because a winter spreading out of a ruin is exactly what an inquisition exists to question.

Starting spells

Tap: The Vow
Self — no damage: it marks bodies for the next element to hit. Instant Self, no element on the cast, medium; for a window every enemy the caster's damage touches is cited, and a cited body pays a shadow instance at the moment its next cast resolves — never an interrupt.
Hold: The plain reading
Beam · shadow — hold to keep it on, standing still. A Beam, shadow, medium, offensive, ordinary directional hold (the channel pivot intact); a lock-to-the-body variant stays PROPOSED awaiting a ruling. Its damage keys to nothing, so the hero's guaranteed floor never depends on the enemy casting.

Own spells (14)

Every boss draft deals one of these in its first card, so a Inquisitor can always take one of them.

SpellElementShapeRole
AfterfrostFrostHaltOffensive
BluntedNo elementSelfDefensive
GloomlanceShadowBeamOffensive
Hollow outVoidBoltOffensive
HollowpointShadowBoltOffensive
LastlightShadowDropOffensive
RemainderVoidHaltControl
RustDecayBoltControl
SapfallNo elementDropControl
SinkholeVoidHaltControl
TattersShadowBoltOffensive
The bruiseDecayBoltOffensive
The hammerStoneBoltOffensive
UmbralmireShadowHaltControl