1. Rune of Water

(Entry)
Type: upgrade
EntryId: b578-f49c-441f-52bd
Hidden: false

Constraints:

max: 1
min: 1
Rules (1)
1. Rune of Water (Bound Spell)
Casting Value: 6+
When struck properly, the Anvil's magic pulses out into the ground, drawing water from underground Lakes and rivers and causing it to swell up onto the battlefield to create a mire. This power can be cast on any enemy unit on the tabletop. The unit's Movement is halved until the end of its own following tum. If forced to flee, for whatever reason, the unit flees at half speed (determine the flee distance of the unit as normal and then halve the score, rounding up). This spell has no effect on flyers or ethereal creatures.

Profiles:

Spell CastRangeTypeCC
1. Rune of Water

6

ALL

Bound Spell

NO

Target:

Any enemy unit on the tabletop

Effect:

The unit's Movement is halved until the end of its own following turn

Used By (1)