Power
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Power
Increases Damage dealt with
Attack Spells by X where X is the amount of
Power stacked.
If a Spell's attack Hits X Times, damage is increased for each hit.
Stacks persist between turns.
Spells
Fire
- Fragmentize: Split spent die into
valued dice.
- Upgrade A: Increase Mana Socket to accept dice valued from
to
.
- Upgrade B: Gain 2
Power.
- Upgrade A: Increase Mana Socket to accept dice valued from
- Gathering Flames: Gain 1
Power.
- Incandescence:Gain 4
Radiant. On
Dice
Destroyed, -1
Countdown to Incandescence.
- Inner Rage: Gain 1
Critical.
- Ironguard: When spending a die valued from
to
, gain
Block equal to the value of the spent die. When spending a
valued die, gain 1
Power.
- Volcanic Power: Lose 2
Health. Gain 1
Power for each
Dice Spent.
- Upgrade A: Increase
Power gained for each Dice Spent by 1, for a total of 2.
- Upgrade B: Reduce Health lost by 2, for a total of 0.
- Upgrade A: Increase
Water
- Akashic Aqua: Gain 8
Block. When the dice spent are equal to a value of 8: Gain 2
Power.
- Depths of Power: Gain 3
Power. Apply 3
Mute to this Spell.
- Prescience: Gain 2
Foresight.
- Vile Ritual: Gain 3
Power. Player receives 1
Poison.
- Water Vortex: On Even die spent: Gain 1
Barrier. On Even die spent: Gain 1
Power.
- Upgrade A: Gain 1
Concoction.
- Upgrade B: Increase base
Power gained by 1. Increase base
Barrier gained by 1. Increase Socket cost to accept dice valued from
to
.
- Upgrade A: Gain 1
Earth
- Cultivate Might: When spending Odd valued dice: Gain
Block where X is the value of the die spent to cast. When spending Even valued dice: Gain 1
Power.
- Upgrade A: Increase base
Block gained by 3.
- Upgrade B: Increase Mana Socket to accept dice valued from
to
.
- Upgrade A: Increase base
- Fleeting Might: Gain
Power where X is the value of the die spent to cast. Receive
Drain where X is the value of the die spent to cast.
- Upgrade A: Increase Socket to accept dice valued from
to
.
- Upgrade B: Increase base
Power gained by 1.
- Upgrade A: Increase Socket to accept dice valued from
- Gaia's Wrath: Deal 6
Damage to Target enemy. Gain 1
Power.
- Gleaming Force: Deal 4
Damage to Target enemy. When
Depleted: Gain 1
Power.
- Primal Craze: Convert current stacks of
Block into
Power and
Drain.
- Upgrade A: Reduce Countdown cost from 10 to 5.
- Upgrade B: Also gain 1 stack of
Lifesteal.
- Proliferate: Gain 1 stack of
Grow.
- Upgrade A: Add 1
Charge to spell permanently.
- Upgrade B: Reduce
Countdown cost from 11 to 6.
- Upgrade A: Add 1
- Revitalize: +1 Value to all unspent dice.
- Spirit of the Forest: When
Dice spent equal to a sum of 10: Gain 4
Power. When dice spent equal to a sum of 12: Add 1
Restorable Charge to all other
Spells.
- Upgrade A: Increase base
Power gained by 2.
- Upgrade B: Add 2
Restorable Charges to all other
Spells.
- Upgrade A: Increase base
- Spring to Action: Gain
Block where X is the value of the die spent to cast. Start of 1st Turn: Gain 1
Power.
- Ultimate Power: Double the amount of
Power currently stacked on player.
- Upgrade A: Reduce
Countdown Cost from 15 to 10.
- Upgrade B: Convert
Unrestorable Charges to standard
Restorable Charges. Reduce amount of
Charges by 1.
- Upgrade A: Reduce
Void
- Power Nexus: Gain 2
Block. Increase
Block gained by 1 for each
Power stacked on player.
Artifacts
Normal
Crystal Heart: Turn 1: Gain 4 stacks of
Power and 4 stacks of
Drain.
Damned Shield: Start of each turn: Gain 1
Power, receive 1
Sap.
Diadem of Power: Start of 1st turn: Gain 1
Power.
Dilapidated Crown: For each 2nd time that
Health is Lost: Gain 1
Power.
Helmet of Composure: At the start of turn 3: Gain 4
Power.
Hymn Book: On Emeny Death: Gain 2
Power.
Illumine Necklace: For each 3
Attack Spells cast in a single turn: Gain 1
Power.
Portentum: Start of each Turn: Apply
Portent on a Random Spell. When cast, Gain 1
Power and remove
Portent.
Boss
Ley Line Focus: Roll +1 Die, valued from
to
, at the start of each turn. Start of 1st turn: All enemies gain 1
Power.
Water
Sword of Pain: Start of Odd turns: Gain 1
Power. Start of even turns: Receive 2
Poison.
Earth
Mystic Hammer:
Power gives Double the effect, but is reduced by 1 each turn.
Stoneforged Greaves: At the start of your 1st turn: gain 1 stack of
Power.
Potions
Crystal Snort: Gain 4
Power.
Rituals
Earth
Bestiary
- Arkanax
- Abyss Walker
- Burning Treant
- Carrion Abomination
- Chaos Angel
- Corrupt Abbot
- Corrupt Brute
- Corrupt Defender
- Corrupt Friar
- Corrupt Ravager
- Cosmic Spirit
- Crone of Growth
- Desert Golem
- Devil Assassin
- Devil Spellcaster
- Faerie Guardian
- Fierce Voidling
- Golem
- Green Hydra Head
- Heart of the Forest
- Hydra Body
- Imp Hatchling
- Instability
- Lesser Shambler
- Living Embers
- Magus
- Major Void Ooze
- Mana Devourer
- Minor Void Ooze
- Mother of Flames
- Plated Grub
- Red Hydra Head
- Shadowfire Twin
- Shambler
- Slavemaster
- Spine Fiend
- Toxic Ooze
- Void Ooze
- Warlock
Mutations
Adaptation: For each boss defeated, enemies start with +X
Power.
Menace: Enemies start with +X
Power.