Noctvale
Retinues

Magic Domains

Each Domain keyword unlocks a spell list and domain feats. Mortal replaces spells with gunpowder access.

Casting

Only fighters with the Caster keyword know spells. Casting a spell is a single Cast action. Roll the Casting Roll (below).

  • Spells can be cast while in melee
  • Cast actions do not trigger Ranged Reactions

Casting Roll (2d6 + Casting Attribute)

Roll 2d6 + the spell's Casting attribute against the spell's Casting Difficulty.

Result Effect
Double 1s Mishap — the spell fails and the spell's backlash occurs
Below difficulty The spell fizzles. The action is spent
Meets or exceeds difficulty The spell goes off. Resolve the Attack Sequence

Maintaining Spells

Some spells remain in effect only while their caster maintains them. If a caster maintaining a spell becomes Downed or Stunned, or goes Out of Action, that spell ends immediately. Each maintained spell states any additional check or condition that can end it.

Damage Spells

Only spells with the Attack keyword build a Strike Pool. If the spell has the Attack keyword, it generates a Strike Pool from the spell's Attack line. A spell attack's Might value is fixed. Its +Skill value adds to the caster's Skill. A spell with 4 Might / +3 Skill produces 4 Might dice and the caster's Skill + 3 Skill dice.

Once the spell goes off, resolve the attack using the Attack Sequence. Use the spell's Hit attribute for the roll to hit: Ranged Combat for most damage spells, Close Combat for engagement-range damage (including blasts centered on the caster). Apply Hit attribute modifiers (+1 Ranged Combat, −1 Close Combat, etc.) to that attribute.

Some Attack spells use the Blast or Spread weapon keywords to hit every fighter under a template with one roll instead of targeting a single fighter — see Weapons — Keywords.


Magic Classes

Six magic classes exist in Noctvale:

Class Triangle
Light Mystic
Arcane Mystic
Infernal Mystic
Nature Natural
Necromancy Natural
Blood Natural

Magic Triangles

Two separate triangles govern how magic interacts with opposing magic. When a fighter is casting a spell from a Domain that has advantage over the domain keyword that the target has, the triangle grants critical hits when attacking with magic, matching the weapon triangle system.

Mystic Triangle

Light > Infernal > Arcane > Light

Natural Triangle

Nature > Necromancy > Blood > Nature

Spell selection

Fighters with Caster select spells from the list matching their Domain keyword. Count depends on role:

  • Leader with Caster (Lord, Captain, Mayor) or Theurge: 2 spells
  • Adept with Caster: 1 spell

Each Domain keyword's standard spell (Radiant Strike, Arcane Bolt, Thorn Volley, Hellfire, Deathbolt, etc.) counts as one of those choices.

Rules marked (TBD) are not yet playtest-ready.

Each domain has a standard spell plus 6 additional spells. Casting attribute is Will for Light, Arcane, and Nature; Sanity for Infernal, Necromancy, and Blood. Hit is the attribute used for the roll to hit on Attack spells (Ranged Combat or Close Combat); if the spell does not build a Strike Pool. Apply Hit attribute modifiers to the attribute named by the spell.

Light

Radiant Strike

[Placeholder]

Difficulty: Will 11+ | Range: 12" | Attack: Ranged Combat

5 Might | +2 Skill

Make a ranged spell attack. Against Undead and Daemons, use 6 Might / +2 Skill instead.

Mishap: None

Holy Light

[Placeholder]

Difficulty: Will 11+ | Range: 12"

All fighters within 12" lose cover and Hidden.

Mishap: The caster becomes Blinded.

Heal

[Placeholder]

Difficulty: Will 10+ | Range: 1"

Restore 1 Wound and improve the target's wound state by one step: Stunned to Downed, or Downed to Active.

Mishap: None

Purge the Faithless

[Placeholder]

Difficulty: Will 11+ | Range: Self | Attack: Close Combat

3 Might | +1 Skill

This spell has Blast(3"), centered on the caster.

Mishap: Resolve the attack against the caster.

Shield of Faith

[Placeholder]

Difficulty: Will 10+ | Range: 12"

Target friendly fighter gains +2 Might defense dice until the start of the caster's next activation.

Mishap: None

Horrors Relived

[Placeholder]

Difficulty: Will 12+ | Range: 12"

Target enemy makes a Sanity check. On a failure, that fighter suffers 4 automatic hits. On a pass, that fighter suffers 1 automatic hit.

Mishap: Resolve the failed effect against the caster.

Unwavering Resolve

[Placeholder]

Difficulty: Will 10+ | Range: 8"

All friendly fighters within 8" become immune to Fear, Panic, and Insanity until the start of the caster's next activation.

Mishap: The caster becomes Broken.

Arcane

Arcane Bolt

[Placeholder]

Difficulty: Will 11+ | Range: 20" | Attack: Ranged Combat

4 Might | +3 Skill

Make a ranged spell attack.

Mishap: None

Arcane Shield

[Placeholder]

Difficulty: Will 11+ | Range: Self

The caster is immune to all spells. At the start of the caster's next activation, roll 1d6. On 1-2, the shield disappears.

Mishap: None

Fireball

[Placeholder]

Difficulty: Will 13+ | Range: 18" | Attack: Ranged Combat

4 Might | +3 Skill

Select a point within 18". If the casting roll fails below difficulty (not Mishap), the fireball scatters: roll a scatter die for direction and d6" for distance from the target point, and use that as the center instead. This spell has Blast(5") centered on the resulting point.

Mishap: This spell's Blast(5") centers on the caster instead.

Telekinesis

[Placeholder]

Difficulty: Will 12+ | Range: 12"

Move any fighter, friendly or enemy, up to 6" directly toward or directly away from the caster. The target does not make a check.

Mishap: Your opponent chooses whether the target moves directly toward or directly away from the caster.

Displacement

[Placeholder]

Difficulty: Will 11+ | Range: 12"

Target friendly fighter is instantly moved up to 6" in any direction. This movement ignores terrain, engagement, and intervening fighters. The target cannot end inside terrain or another fighter's base.

Mishap: Roll a scatter die. Move the target 6" in the indicated direction. This movement ignores terrain, engagement, and intervening fighters. If the target cannot end at the full distance, place it as far as possible along that line without ending inside terrain or another fighter's base.

Hoarfrost

[Placeholder]

Difficulty: Will 11+ | Range: 18"

Choose a point within 18". Place a large blast template until the start of the caster's next activation. The zone affects friendly and enemy fighters.

When a fighter ends any movement in the zone, make a Skill check. On a pass, the fighter slides d6" in the same direction they were moving. On a failure, roll a scatter die and slide the fighter d6" in that direction. If the check die was a natural 1, the fighter becomes Downed at the end of the slide. If the slide is stopped by terrain, a wall, or another fighter's base, the fighter suffers 1 Wound.

Mishap: The blast template centers on the caster.

Slow

[Placeholder]

Difficulty: Will 12+ | Range: line of sight

Target enemy loses 1 action on their next activation. They activate with 1 action instead of 2.

Mishap: The caster loses 1 action on their next activation. They activate with 1 action instead of 2.

Infernal

Hellfire

[Placeholder]

Difficulty: Sanity 10+ | Range: 3"–18" | Attack: Ranged Combat

4 Might | +3 Skill

Make a ranged spell attack.

Mishap: None

Summon Daemon

[Placeholder]

Difficulty: Sanity 11+ | Range: 3"

The hells hold infinite daemonic entities of different shapes and sizes. To help organize the chaos, they are combined into three categories:

  • Imps — Usually small, fairly weak, with wings
  • Hellions — Usually 4-legged animal-like creatures, sometimes resembling wolves
  • Maulers — Large, bulky creatures, most of the time humanoid in shape Daemons cannot be recruited normally. They enter battle through Summon Daemon and Summoning Crystals — see Summoning.
Daemon Crystal cost Battle cap
Imp 1 2
Hellion 2 2
Mauler 4 1

A 4-crystal summon requires 2 crystal-bearing fighters.

After Summon Daemon is successfully cast, select one or two Active friendly fighters within 3" of the caster. The selected fighters must be carrying enough Summoning Crystals to pay the crystal cost. Those fighters are taken Out of Action and removed from the battle. Spend the crystals, and roll 2d6 on the Summon Result table.

Place the created fighter where one sacrificed fighter stood. If two fighters were sacrificed, select either sacrificed fighter's position. If the created fighter's base cannot fit, place it as close as possible to that position.

The summon result is separate from the casting roll. Double 1s and double 6s on the summon result use the table below.

Crystals spent Intended Daemon Double 1s 2–11 Double 6s
1 Imp Summon a Zombie (Summon (-); cannot be bound). No Daemon is summoned. Summon an Imp. Summon a Hellion.
2 Hellion Summon an Imp. Summon a Hellion. Summon a Mauler.
4 Mauler Summon a Hellion. Summon a Mauler. Summon a Mauler with +1 W and either +1 Mt or +1 Sk.

A retinue cannot summon more than 2 Imps, 2 Hellions, and 1 Mauler in the same battle. If a summon result would exceed one of those caps, use the next lower result that does not exceed a cap. If no lower result is available, no fighter is summoned.

A fighter created by Summon Daemon is friendly to the caster's retinue. It cannot activate this round if the sacrificed fighter whose position it replaced had already activated this round.

Mishap: The caster suffers 1 Wound and gains the Damned permanent condition — see Conditions — Damned. No fighters are sacrificed, no crystals are spent, and no Daemon is summoned.

Binding the Daemon: After the battle, each sacrificed fighter rolls on the Casualty Table as normal — they ended the battle Out of Action. If a Daemon (not a Zombie from a failed summon result) survived the battle, the controlling player may attempt to bind it before resolving those Casualty Table rolls for the sacrificed fighters. The caster makes a Sanity check. On success, the sacrificed fighters are Slain and removed from the retinue (skip the Casualty Table), and the Daemon joins the retinue permanently. On failure (not a natural 1), resolve the Casualty Table for each sacrificed fighter as normal and remove the Daemon from the retinue. On a natural 1, resolve the Casualty Table for each sacrificed fighter as normal, the Daemon joins the retinue permanently, and the caster is Slain and removed from the retinue (skip the Casualty Table). Remove any Zombie created by a failed summon result from the retinue after the battle. See Summoning — Binding.

Daemon profiles

Fighters created by Summon Daemon use the profiles below unless the summon result modifies them.

Imp

M CC RC Mt Sk Wi Sa W
6" 2 3 2 2 2 5 1
Weapon Hands +Mt +Sk Type Notes
Claws +1 +1 Built-in Melee

Spells: Hellfire

Keywords: Infernal, Daemon, Imp, Caster, Fly, Summon (-)

Daemon — Cannot equip weapons, armor, or equipment. Cannot gain XP, buy equipment, carry scenario rewards, or use post-battle advancement.

Fly — Ignore vertical distance for Move and Jump; this fighter must still end on a legal surface.

Summon (-) — See Summoning and Summon Daemon.

Hellion

M CC RC Mt Sk Wi Sa W
8" 4 3 3 2 3 2
Weapon Hands +Mt +Sk Type Notes
Bite +2 +1 Built-in Melee

Keywords: Infernal, Daemon, Hellion, Summon (-)

Daemon — Cannot equip weapons, armor, or equipment. Cannot gain XP, buy equipment, carry scenario rewards, or use post-battle advancement.

Summon (-) — See Summoning and Summon Daemon.

Savage Charge — When this fighter's Melee action immediately follows Charge during the same activation, add 1 Might die to the Strike Pool.

Mauler

M CC RC Mt Sk Wi Sa W
5" 3 4 3 2 3 4
Weapon Hands +Mt +Sk Type Notes
Mighty Fists +2 Hammer Built-in Melee

Keywords: Infernal, Daemon, Mauler, Large, Summon (-)

Daemon — Cannot equip weapons, armor, or equipment. Cannot gain XP, buy equipment, carry scenario rewards, or use post-battle advancement.

Large — Cannot perform the Hide action.

Summon (-) — See Summoning and Summon Daemon.

Thick Skin — Uses Heavy Armor conversion.

Zombie

Created only when Summon Daemon rolls double 1s on the Summon Result table ( 1-crystal summon).

M CC RC Mt Sk Wi Sa W
4" 2 3 1 1 1 1

Equipment: Unarmed attack. Cannot be changed.

Keywords: Undead, Summon (-). Fearless. Immune to Fear, Panic, and Insanity.

Summon (-) — Stays until the battle ends. Cannot be bound. Remove from the retinue after the battle.

The Void

[Placeholder]

Difficulty: Sanity 14+ | Range: 12"

Choose a point within 12" that is at least 6" from every fighter. Place a 3" blast marker there for 1d6 activations.

While the marker remains, when a fighter activates, or the first time during its activation it would come within 12" of the marker's center, it must pass a Might check or move d6" directly toward the marker. After this movement, the fighter may act as normal. If this movement contacts terrain, the fighter stops and its activation ends. If the fighter contacts the blast marker, it immediately goes Out of Action.

Mishap: The marker is placed centered on the caster instead.

Possession

[Placeholder]

Difficulty: Sanity 13+ | Range: Engagement range

Target enemy must pass a Will check. On a failure, they become Possessed.

While Possessed, the player who cast Possession controls that fighter's activations — not the fighter's owner. Each activation, the Possessed fighter has 1 action instead of 2.

At the end of each of that fighter's activations while Possessed, they make a Will check. On a pass, Possessed ends immediately.

Mishap: The caster becomes Possessed instead. Your opponent controls the caster's activations until Possessed ends.

Hellmouth

[Placeholder]

Difficulty: Sanity 11+ | Range: 12"

Choose a point within 12". Place a 5" blast template centered on that point. The template cannot overlap any fighter's base. The template counts as impassable terrain for the rest of the battle.

Mishap: The Hellmouth opens centered on the caster instead.

Searing Gaze

[Placeholder]

Difficulty: Sanity 12+ | Range: 18" | Attack: Ranged Combat

3 Might | +3 Skill

Draw a straight line 1 mm thick from the caster to a point up to 18" away in a direction you select. Every fighter the line touches that is in line of sight of the caster is hit.

Mishap: Resolve the attack against the caster. The caster becomes Blinded until the end of their next activation — see Conditions — Blinded.

Nightmare Visage

[Placeholder]

Difficulty: Sanity 11+ | Range: 12"

Target friendly fighter within 12". The caster maintains this spell, and the target projects Fear (6") while the spell remains in effect. At the end of each round, the caster makes a Sanity check. On a failure, the spell ends. The spell also ends immediately if the caster becomes Downed or Stunned, or goes Out of Action.

Mishap: None

Nature

Thorn Volley

[Placeholder]

Difficulty: Will 12+ | Range: 12" | Attack: Ranged Combat

3 Might | +2 Skill

Make a ranged spell attack with Spread.

Mishap: None

Shadowmeld

[Placeholder]

Difficulty: Will 11+ | Range: 12"

Target friendly fighter gains Hidden. The target does not need to remain within 1" of terrain to stay Hidden. Hidden is still lost from combat actions, Charge, Climb, Jump, or moving within 6" of an enemy.

Mishap: Enemies add +1 Ranged Combat or +1 Close Combat — whichever Hit attribute the attack uses — when attacking the target with Ranged attacks or spells until the start of the caster's next activation.

Venom

[Placeholder]

Difficulty: Will 10+ | Range: 12"

Target enemy must pass a Might check. On a failure, the target gains 1 Affliction token — see Conditions — Afflictions.

Mishap: The caster gains 1 Affliction token.

Feral Form

[Placeholder]

Difficulty: Will 11+ | Range: 6"

Target friendly fighter gains +2 Might and +1" Movement until the start of the caster's next activation. While affected, the target cannot use ranged weapons or cast spells.

Mishap: The caster suffers −1 Sanity until the end of their next activation.

Entangle

[Placeholder]

Difficulty: Will 12+ | Range: 12"

Target enemy has Movement reduced to 0 until the start of the caster's next activation. The target cannot Move, Charge, Climb, Scramble, Jump, Retreat, or use defensive maneuvers. They can still fight, shoot, and cast.

Mishap: The caster has Movement reduced to 0 until the start of their next activation. They cannot Move, Charge, Climb, Scramble, Jump, Retreat, or use defensive maneuvers. They can still fight, shoot, and cast.

Stinging Swarm

[Placeholder]

Difficulty: Will 10+ | Range: 3"

Place a Stinging Swarm within 3" of the caster — hornets, wasps, and biting insects drawn from the wild. Roll 1d3. The Stinging Swarm remains for that many activations, counting this one. It activates immediately with 2 actions. Remove it from the battle when those activations have finished.

Stinging Swarm M CC RC Mt Sk Wi Sa W
Profile 7" 3 0 5 1 1 5

Equipment: Unarmed attack (see Swarm). Cannot be changed.

Keywords: Swarm, Fly. Fearless. Immune to Fear, Panic, and Insanity.

Fly — Ignore vertical distance for Move and Jump; this fighter must still end on a legal surface.

Mishap: The Stinging Swarm appears hostile. Your opponent controls it for its activation, then remove it from the battle.

Dread Chorus

[Placeholder]

Difficulty: Will 11+ | Range: 8"

All enemy fighters within 8" must pass a Sanity check for Fear with the caster as the source.

Mishap: None

Necromancy

Deathbolt

[Placeholder]

Difficulty: Sanity 14+ | Range: 18"

Target enemy makes a Will check. On a failure, that fighter goes Out of Action. On a pass, there is no effect.

Mishap: None

Summon Skeleton

[Placeholder]

Difficulty: Sanity 10+ | Range: 3"

The caster must carry 1 Summoning Crystal — see Summoning.

Remove one body token within 3" of the caster — see Body tokens. Spend 1 Summoning Crystal from the caster. Place a Skeleton where the token was. The Skeleton has Summon (1d6) — roll 1d6 when it is created; it stays that many rounds, counting the round it was summoned. The Skeleton activates immediately with 2 actions.

Skeleton M CC RC Mt Sk Wi Sa W
Profile 5" 3 3 4 5 1 1 1

Equipment: Sword and Shield (already included in Might/Skill). Cannot be changed.

Keywords: Undead, Summon (1d6). Fearless. Immune to Fear, Panic, and Insanity.

Binding the Skeleton: If the Skeleton is still on the battlefield when the battle ends, the fighter whose body token was removed rolls on the Casualty Table as normal. If that roll removes them from the roster, the Skeleton binds and joins the retinue permanently. If they remain on the roster, remove the Skeleton from the retinue. A friendly fighter's controlling player rolls; an enemy fighter's controlling player rolls.

Mishap: The Skeleton appears hostile. Your opponent controls it for its activation, then remove it from the battle.

Raise Dead

[Placeholder]

Difficulty: Sanity 13+ | Range: 3"

Remove one friendly body token within 3" of the caster — see Body tokens. Place that fighter within 3" of the caster with 1 Wound, Undead, and Fearless. Roll 1d3. The fighter remains in the battle for that many activations, counting this one. They activate immediately with 2 actions. When those activations have finished, they go Out of Action and are removed from the battle.

Mishap: Your opponent places and controls the raised fighter instead.

Cursed Ground

[Placeholder]

Difficulty: Sanity 12+ | Range: 12" | Attack: Ranged Combat

2 Might | +2 Skill

Choose a point within 12". Place a large blast template until the start of the caster's next activation. All fighters in the zone suffer −1" Movement and take the spell's hit unless they pass a Skill check.

Mishap: The blast centers on the caster.

Wither

[Placeholder]

Difficulty: Sanity 11+ | Range: 12"

Target enemy suffers Withered until the start of the caster's next activation — see Conditions — Afflictions.

Mishap: The caster suffers Withered until the start of their next activation.

Bone Blast

[Placeholder]

Difficulty: Sanity 11+ | Range: Self | Attack: Close Combat

4 Might | +3 Skill

This spell has Blast(5"), centered on the caster. The caster is not hit.

Mishap: The caster gains 2 Affliction tokens for 1d6 rounds.

Bone Circle

[Placeholder]

Difficulty: Sanity 12+ | Range: 12" | Attack: Ranged Combat

3 Might | +4 Skill

Choose a point within 12". Place a 3" blast template until the start of the caster's next activation. Any fighter that starts their activation in the zone, ends their activation in the zone, or moves through it is hit. Defense applies normally. The zone affects friendly and enemy fighters.

Mishap: The zone centers on the caster.

Blood

Lacerate

[Placeholder]

Difficulty: Sanity 12+ | Range: 6" | Attack: Ranged Combat

4 Might | +2 Skill

A successful hit applies Bleeding — see Conditions — Bleeding.

Mishap: None

Bleed

[Placeholder]

Difficulty: Sanity 13+ | Range: 12"

Target enemy must pass a Will check. On a failure, the target becomes Bleeding — see Conditions — Bleeding.

Mishap: The caster becomes Bleeding instead.

Blood Frenzy

[Placeholder]

Difficulty: Sanity 11+ | Range: 6"

Target friendly fighter gains +3 Might and suffers −1 Close Combat and −1 Ranged Combat until the start of the caster's next activation.

Mishap: The target suffers −1 Might, −1 Close Combat, and −1" Movement until the start of the caster's next activation.

Summon Bats

[Placeholder]

Difficulty: Sanity 11+ | Range: 3"

The caster must carry 1 Summoning Crystal — see Summoning.

Place Bats within 3" of the caster. The caster suffers 1 Wound. Spend 1 Summoning Crystal from the caster. The Bats have Summon (1d3) — roll 1d3 when they are created; they stay that many rounds, counting the round they were summoned. The Bats activate immediately with 2 actions.

Bats M CC RC Mt Sk Wi Sa W
Profile 7" 3 0 6 1 1 6

Equipment: Unarmed attack (see Swarm). Cannot be changed.

Keywords: Swarm, Fly, Summon (1d3). Fearless. Immune to Fear, Panic, and Insanity.

Fly — Ignore vertical distance for Move and Jump; this fighter must still end on a legal surface.

Cannot be bound.

Mishap: The Bats appear hostile. Your opponent controls them for their activation, then remove them from the battle.

Enthrall

[Placeholder]

Difficulty: Sanity 11+ | Range: 8"

Target enemy must pass a Will check or immediately take one Move action in a direction selected by the caster.

Mishap: A friendly fighter selected by your opponent takes the move instead.

Feast of Excess

[Placeholder]

Difficulty: Sanity 11+ | Range: 12"

Target friendly fighter gains +1 Might, +1 Skill, and +1" Movement. When the effect ends, the target becomes Stunned. They keep their Wounds.

Mishap: The target becomes Stunned.

Nightfall

[Placeholder]

Difficulty: Sanity 11+ | Range: Self

The caster is engulfed in shadow until the start of the caster's next activation. Place a 5" blast template centered on the caster — no ranged weapons or spells can target into or out of the template. The caster gains +1 Close Combat on Melee attacks.

Mishap: Bright light exposes the caster. Enemies gain +1 Ranged Combat when making Ranged attacks against the caster, and the caster suffers −1 Might until the start of their next activation.


Summoning

Some spells call fighters onto the battlefield during a battle. Those fighters carry the Summon keyword. Summoning Crystals fuel the rite. Each summoning spell explains who spends crystals, what is sacrificed, and whether a surviving fighter may be bound to the retinue after the battle.

Body tokens

When any fighter goes Out of Action, place a body token where that fighter stood — unless that fighter was created by Summon Skeleton. A body token marks that fighter's body. Remove unused tokens at the end of the battle.

When a friendly body token is placed, the controlling player may remove it immediately to use Bell-keepers — see Tradition Special Rules — Necromancy — if that ability has not been used this battle. Otherwise leave the token on the battlefield.

Spells and traditions that use corpses remove a body token rather than targeting fighters who went Out of Action.

Summoning Crystals

Summoning Crystals are equipment from Armor and Shields — Summoning gear. Summoning Crystals require a Shadow Market roll to purchase — see Economy — Shadow Market. Assign them to fighters during roster setup. A fighter may carry up to 2 Summoning Crystals. Each crystal spent during a summoning spell is consumed. Remove spent crystals from the roster after the battle.

Summoning spells name the crystal cost and which fighter or fighters spend them.

Summon (value)

Summon (value) marks a fighter created during the battle. Record the full keyword, value included.

  • A fixed number — the fighter stays that many rounds, counting the round it was created. When those rounds have finished, remove the fighter from the battle.
  • A dice expression (such as 1d6) — roll when the fighter is created. The result is how many rounds it stays, counting the round it was created. When those rounds have finished, remove the fighter from the battle.
  • - (hyphen) — the fighter stays until the battle ends.

Fighters with Summon are not permanent roster members unless a summoning spell binds them after the battle.

Fighters with Summon (number) or Summon (dice) cannot be bound unless a summoning spell says otherwise.

Summon (-) fighters that survive until the battle ends remain with the retinue until the Post-Game Sequence is finished. During that sequence, a summoning spell may allow the retinue to bind them so they join the roster permanently. If binding fails or is not attempted, remove the fighter from the retinue.

Roster limits for bound fighters: (TBD).

Binding

Binding is the post-battle attempt to keep a summoned fighter permanently. Each summoning spell that allows binding names who rolls, any difficulty, and what happens to everyone involved on success, failure, and a natural 1 on the roll.

Resolve binding during the Post-Game Sequence, before or in place of other casualty resolution tied to that summon, as the spell describes.


Afflictions

Afflictions, Bleeding, Blinded, and Broken are defined in Conditions.

Attribute bonuses and penalties from stacked effects cannot exceed +3 or −3 per attribute — see Special Rules — Attribute Modifiers.


Magic Domain Alignment

Magic is grouped into two broad moral categories:

  • Accepted ("good") magic: Light, Arcane, Nature
  • Forbidden ("bad") magic: Infernal, Blood, Necromancy