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Updated Ability List

  Ambush/Pounce - Devote Soul to deal its attack damage and combat effects to a Soul or Summoner. The Soul or Summoner attacked does 0 attack damage back.

  Armor X - Negate X damage to this card that comes from Soul or Relic combat or ability damage.

  Arrival - A triggered effect that activates when this card is played from Hand.

  Aura - An effect that is active while the card is in play.

  Bloodlust - May attack the turn it is summoned without needing to Devote.

  Bodyguard - Can’t Attack. Can’t Defend. Can’t be Hunted. Anytime the Summoner is targeted by a Spell or Ability, or is attacked in combat while defending, the Bodyguard can replace them. A Summoner may only have one Bodyguard.

  Can’t Attack - May not be used to initiate an attack. When Strong is checked, use this card’s current Health instead.

  Can’t Defend - May not be used to block attackers..

  Charge X - Has +X attack when initiating an attack.

  Devote - Exhausted for 30 seconds.

  Dodge - Focusing this card avoids all damage to it from a single source.

  Double-Handed - Takes up both Relic hand slots of a Soul or Summoner.

  Dying Breath - An effect which activates when this card is destroyed.

  Expire - This card is destroyed at the end of the turn it is played.

  Fast Attack - Deals damage before others in combat. If multiple combatants have Fast Attack,

  they strike simultaneously.

  Flurry - Deal damage to target twice, the second time after regular combat. If combined with Fast Attack, the second time happens during regular combat.

  Focus - Exhausted for 10 seconds, the length of a Summoner’s turn.

  Flying - Can’t be blocked except by other Flyers.

  From the Grave - Summon this card when it is discarded from the Deck as damage. It enters play Devoted.

  Heal X - Recover X cards from the bottom of your Discard to the bottom of your Summon Deck.

  Hunt - Can target a specific Soul when attacking.

  Incapacitate - A Soul that loses Health to this attack is immediately returned to their Summon Deck at a random location.. They will never be destroyed by this damage.

  This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.

  Intervene - When the opposing Summoner targets one of your Souls in combat, this can block, fighting that combat instead of the targeted Soul.

  Lifesap - Combat damage done by them Heals them by the same amount. Cannot receive more Healing than the target has Health.

  Lumbering - Must Devote to attack.

  Mount - Attaches to controlling Summoner. It and the Summoner gain Unit and share the Mount’s base abilities. A Summoner may only have one Mount.

  Overkill - When initiating an attack, excess damage carries over to controlling Summoner.

  Pay X - Pay listed cost to trigger listed effect.

  Precision - This attack ignores Armor.

  Regenerate X - Heal X damage to this card at end of the controlling Summoner’s turn.

  Resistance X - Negate X damage to this card that comes from Spell damage.

  Retreat - Devote to return to Hand.

  Slow - Can’t initiate an attack the turn it is summoned.

  Sneak Attack - Summoners cannot use cards in Hand to block this damage.

  Stealth - Cannot be targeted by the opposing Summoner or their cards while it is Ready.

  Strong - Cannot be blocked by Souls with 2 or less Attack. If blocked by a Can’t Attack Soul, Health is used instead of Attack.

  Structure - Can’t Attack. Can’t be equipped with non-Structure specific Relics or have non-Structure specific persistent Spells cast on it.

  Tall - Can block Flyers.

  Territorial - After opponent declares attacks and targets, may be summoned from hand, if adequate Source is available, and block like a Ready Soul.

  Terror - Must be blocked by two or more Souls.

  Transform - This card Heals all damage from its previous form but retains any effects or equipped Relics.

  Unit - Can attack or defend with another Soul. Controlling Summoner decides the damage distribution from combat.

  Venom - A Soul that loses Health to this attack is destroyed.

  Vigor - Doesn’t need to Focus to initiate an attack. Must still Devote to attack on the first turn summoned.

  Vulnerable - Can be Hunted by any Soul or Summoner.

  Wide - Can block two attackers at once.

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