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).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Ashenline | Fire | Halt | Control |
| Blistering | Fire | Halt | Offensive |
| Cinderburst | Fire | Bolt | Offensive |
| Coalbreath | Fire | Beam | Offensive |
| Emberfall | Fire | Drop | Offensive |
| Emberlash | Fire | Bolt | Offensive |
| Flashpoint | Fire | Halt | Control |
CryomancerFrost caster. Starts with Ahead of It (tap) and The long cold (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Afterfrost | Frost | Halt | Offensive |
| Calving | Frost | Drop | Offensive |
| Creepingfloe | Frost | Halt | Control |
| Glacierlance | Frost | Beam | Offensive |
| Hoarshard | Frost | Bolt | Offensive |
| Needleglass | Frost | Bolt | Offensive |
| Rimehold | Frost | Halt | Control |
| Shatterpoint | Frost | Bolt | Offensive |
| Stillair | Frost | Self | Offensive |
| Winterdrag | Frost | Beam | Offensive |
TempestStorm caster. Starts with Called In (tap) and Errand line (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Afterglow | No element | Self | Healing |
| Fallback point | No element | Halt | Defensive |
| Fork | Storm | Bolt | Offensive |
| Hand off | No element | Bolt | Defensive |
| Handshake | Storm | Bolt | Offensive |
| Hold the line | No element | Beam | Defensive |
| Overhead | Storm | Halt | Offensive |
| Rainfall | No element | Drop | Healing |
| Rear guard | No element | Self | Defensive |
| Reflex | No element | Self | Defensive |
| Second skin | No element | Self | Defensive |
| Split the difference | No element | Self | Defensive |
| Standing order | No element | Halt | Healing |
| The handover | Storm | Beam | Offensive |
| The rim | Storm | Drop | Offensive |
| Vesper | Holy | Bolt | Offensive |
| Vigil | Holy | Beam | Offensive |
GeomancerStone caster. Starts with The Old Name (tap) and Slow ground (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Afterglow | No element | Self | Healing |
| Anchor | No element | Self | Control |
| Ballast | Stone | Drop | Control |
| Cairn | Stone | Drop | Offensive |
| Caught breath | No element | Self | Defensive |
| Close quarters | No element | Self | Healing |
| Even keel | No element | Self | Defensive |
| Friendly terms | No element | Self | Defensive |
| Overhang | Stone | Drop | Offensive |
| Rear guard | No element | Self | Defensive |
| Reflex | No element | Self | Defensive |
| Second skin | No element | Self | Defensive |
| Second wind | No element | Self | Control |
| Set fast | No element | Self | Defensive |
| Share the load | No element | Self | Healing |
| Sheer weight | Stone | Self | Offensive |
| Split the difference | No element | Self | Defensive |
| Standing watch | No element | Self | Defensive |
| Steady hands | No element | Self | Defensive |
| The grain | Stone | Halt | Offensive |
| The hammer | Stone | Bolt | Offensive |
| The long push | Stone | Beam | Offensive |
| The undertow | Stone | Halt | Control |
| Where you stood | No element | Self | Control |
DruidNature caster. Starts with The Ground Answers (tap) and Creeping line (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| At your shoulder | No element | Summon | Summon |
| Bleeder | No element | Summon | Summon |
| Brief one | No element | Summon | Summon |
| Carrier | No element | Summon | Summon |
| Creeping green | Nature | Halt | Offensive |
| Digger | No element | Summon | Summon |
| First to arrive | No element | Summon | Summon |
| Hedge | No element | Summon | Summon |
| Long one | No element | Summon | Summon |
| Loud one | No element | Summon | Summon |
| Mirror | No element | Summon | Summon |
| Painter | No element | Summon | Summon |
| Quickening | No element | Summon | Summon |
| Relay | No element | Summon | Summon |
| Screamer | No element | Summon | Summon |
| Second season | Nature | Drop | Offensive |
| Splinter | Nature | Beam | Offensive |
| The long grass | Nature | Drop | Control |
| The quick | Nature | Halt | Offensive |
| Thicket | Nature | Bolt | Offensive |
| Two of them | No element | Summon | Summon |
PlaguebringerDecay caster. Starts with The Cordon (tap) and The widening (hold).
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.
OccultistShadow caster. Starts with The Courtesy (tap) and On the beat (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Citation | Shadow | Beam | Offensive |
| Gloomlance | Shadow | Beam | Offensive |
| Hollowpoint | Shadow | Bolt | Offensive |
| Quietrot | Shadow | Bolt | Offensive |
| Spillover | Shadow | Drop | Offensive |
| Tithe | Shadow | Beam | Offensive |
LightbringerHoly caster. Starts with Plain Sight (tap) and The standing light (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Aureole | Holy | Bolt | Offensive |
| Candleshot | Holy | Bolt | Offensive |
| Carrier | No element | Summon | Summon |
| Caught breath | No element | Self | Defensive |
| Consecration | Holy | Halt | Control |
| Hallowfoot | Holy | Halt | Control |
| Judgementfall | Holy | Drop | Offensive |
| Say the word | No element | Beam | Defensive |
| Second wind | No element | Self | Control |
| Set the pace | No element | Beam | Defensive |
| Steady hands | No element | Self | Defensive |
| Sunwell | Holy | Self | Offensive |
| The quick | Nature | Halt | Offensive |
| Vesper | Holy | Bolt | Offensive |
| Vigil | Holy | Beam | Offensive |
| Wayshrine | Holy | Halt | Offensive |
| Windfall | No element | Drop | Defensive |
ArcanistArcane caster. Starts with Footnote (tap) and Banked light (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Breakwater | No element | Halt | Defensive |
| Carrion | Decay | Halt | Control |
| Consecration | Holy | Halt | Control |
| House colours | Arcane | Drop | Offensive |
| Left over | Void | Beam | Offensive |
| Note in the margin | Arcane | Bolt | Offensive |
| Painter | No element | Summon | Summon |
| Passed along | Arcane | Halt | Control |
| Quickening | No element | Summon | Summon |
| Second season | Nature | Drop | Offensive |
| Signed and countersigned | Arcane | Bolt | Offensive |
| The grain | Stone | Halt | Offensive |
| The late reading | Arcane | Beam | Offensive |
| The understudy | Arcane | Halt | Control |
| Twice told | Arcane | Bolt | Offensive |
VoidcallerVoid caster. Starts with The Levy (tap) and The thin place (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| A hole in it | Void | Bolt | Offensive |
| Draw down | Void | Beam | Offensive |
| Hollow out | Void | Bolt | Offensive |
| Left over | Void | Beam | Offensive |
| Negative space | Void | Drop | Offensive |
| Short measure | Void | Bolt | Offensive |
| Sinkhole | Void | Halt | Control |
| Sympathetic vacancy | Void | Halt | Control |
| The standing hollow | Void | Self | Offensive |
HunterPhysical caster. Starts with The Open Shot (tap) and Loosed (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Alongside | Physical | Beam | Offensive |
| Caltrops | Physical | Halt | Control |
| Close quarters | Physical | Bolt | Offensive |
| Comes back | Physical | Bolt | Offensive |
| Loosed | Physical | Beam | Offensive |
| Open wound | Physical | Bolt | Offensive |
| Pinned | Physical | Bolt | Offensive |
| Snare | Physical | Halt | Control |
| The anvil | Physical | Drop | Offensive |
SageHoly caster. Starts with Prepared Ground (tap) and Long mercy (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Afterglow | No element | Self | Healing |
| Breakwater | No element | Halt | Defensive |
| Close quarters | No element | Self | Healing |
| Deadfall | No element | Drop | Defensive |
| Draw breath | No element | Beam | Healing |
| Even the score | No element | Bolt | Defensive |
| Fallback point | No element | Halt | Defensive |
| Field dressing | No element | Bolt | Healing |
| Hand off | No element | Bolt | Defensive |
| Hold the line | No element | Beam | Defensive |
| Late mercy | No element | Bolt | Healing |
| Line in the sand | No element | Halt | Defensive |
| Low tide | No element | Halt | Healing |
| Mend | No element | Bolt | Healing |
| Overhead cover | No element | Drop | Defensive |
| Rainfall | No element | Drop | Healing |
| Ration | No element | Halt | Healing |
| Rear guard | No element | Self | Defensive |
| Reflex | No element | Self | Defensive |
| Say the word | No element | Beam | Defensive |
| Sea legs | No element | Drop | Defensive |
| Second hand | No element | Bolt | Healing |
| Second skin | No element | Self | Defensive |
| Set the pace | No element | Beam | Defensive |
| Share the load | No element | Self | Healing |
| Split the difference | No element | Self | Defensive |
| Standing order | No element | Halt | Healing |
| Under fire | No element | Beam | Healing |
| Vesper | Holy | Bolt | Offensive |
| Vigil | No element | Beam | Defensive |
| Vigil | Holy | Beam | Offensive |
| Wellspring | No element | Halt | Healing |
| Windbreak | No element | Beam | Defensive |
| Windfall | No element | Drop | Defensive |
EngineerFire caster. Starts with The Fixture (tap) and Slowmatch (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Ashenline | Fire | Halt | Control |
| At your shoulder | No element | Summon | Summon |
| Bleeder | No element | Summon | Summon |
| Blistering | Fire | Halt | Offensive |
| Breakwater | No element | Halt | Defensive |
| Brief one | No element | Summon | Summon |
| Carrier | No element | Summon | Summon |
| Digger | No element | Summon | Summon |
| Emberfall | Fire | Drop | Offensive |
| First to arrive | No element | Summon | Summon |
| Flashpoint | Fire | Halt | Control |
| Hedge | No element | Summon | Summon |
| Long one | No element | Summon | Summon |
| Loud one | No element | Summon | Summon |
| Mirror | No element | Summon | Summon |
| Painter | No element | Summon | Summon |
| Quickening | No element | Summon | Summon |
| Relay | No element | Summon | Summon |
| Screamer | No element | Summon | Summon |
| Sunderflame | Fire | Drop | Offensive |
| Two of them | No element | Summon | Summon |
BeastmasterPhysical caster. Starts with Something Came With Him (tap) and The leash lane (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| At your shoulder | No element | Summon | Summon |
| Bleeder | No element | Summon | Summon |
| Breakwater | No element | Halt | Defensive |
| Brief one | No element | Summon | Summon |
| Carrier | No element | Summon | Summon |
| Carrion | Decay | Halt | Control |
| Digger | No element | Summon | Summon |
| First to arrive | No element | Summon | Summon |
| Hedge | No element | Summon | Summon |
| Left over | Void | Beam | Offensive |
| Long one | No element | Summon | Summon |
| Loud one | No element | Summon | Summon |
| Mirror | No element | Summon | Summon |
| Painter | No element | Summon | Summon |
| Quickening | No element | Summon | Summon |
| Relay | No element | Summon | Summon |
| Screamer | No element | Summon | Summon |
| Second season | Nature | Drop | Offensive |
| The understudy | Arcane | Halt | Control |
| Two of them | No element | Summon | Summon |
AlchemistDecay caster. Starts with The Measure (tap) and Priced ground (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Afterglow | No element | Self | Healing |
| Anchor | No element | Self | Control |
| Ashenline | Fire | Halt | Control |
| Ballast | Stone | Drop | Control |
| Caltrops | Physical | Halt | Control |
| Caught breath | No element | Self | Defensive |
| Close quarters | No element | Self | Healing |
| Consecration | Holy | Halt | Control |
| Creeping green | Nature | Halt | Offensive |
| Creepingfloe | Frost | Halt | Control |
| Downdraft | Storm | Halt | Control |
| Emberfall | Fire | Drop | Offensive |
| Even keel | No element | Self | Defensive |
| Friendly terms | No element | Self | Defensive |
| Line in the sand | No element | Halt | Defensive |
| Loud one | No element | Summon | Summon |
| Rear guard | No element | Self | Defensive |
| Reflex | No element | Self | Defensive |
| Remainder | Void | Halt | Control |
| Second skin | No element | Self | Defensive |
| Second wind | No element | Self | Control |
| Set fast | No element | Self | Defensive |
| Share the load | No element | Self | Healing |
| Sinkhold | No element | Halt | Control |
| Split the difference | No element | Self | Defensive |
| Standing watch | No element | Self | Defensive |
| Steady hands | No element | Self | Defensive |
| The long grass | Nature | Drop | Control |
| The sink | Decay | Halt | Offensive |
| Umbralmire | Shadow | Halt | Control |
| Where you stood | No element | Self | Control |
InquisitorShadow caster. Starts with The Vow (tap) and The plain reading (hold).
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.
| Spell | Element | Shape | Role |
|---|---|---|---|
| Afterfrost | Frost | Halt | Offensive |
| Blunted | No element | Self | Defensive |
| Gloomlance | Shadow | Beam | Offensive |
| Hollow out | Void | Bolt | Offensive |
| Hollowpoint | Shadow | Bolt | Offensive |
| Lastlight | Shadow | Drop | Offensive |
| Remainder | Void | Halt | Control |
| Rust | Decay | Bolt | Control |
| Sapfall | No element | Drop | Control |
| Sinkhole | Void | Halt | Control |
| Tatters | Shadow | Bolt | Offensive |
| The bruise | Decay | Bolt | Offensive |
| The hammer | Stone | Bolt | Offensive |
| Umbralmire | Shadow | Halt | Control |