Purchasing spells works the same as with other skills. However, combat spells do not trap stack numbers for a die roll as with other skills. Instead, increasing a spell’s level allows you to Cascade that spell when you cast it (see Casting a Combat Spell).
The following is a list of all the combat spells available:
Target must spend TP’s equal to the number of relevant instances of this spell. If the target does not spend those Tactical Points, the target moves to an available location of your choosing and suffers 1 Wound for every TP that was not spent.
The target is considered to occupy no locations for purposes of triggering Profession Benefits and Weapon Abilities.
During the traget’s turn, that target may choose one stat for each relevant instance of this spell. Each chosen stat is treated as if it has one less handicap for purposes of determining stack numbers for rolls and for damage.
If the target occupies no location, at the start of each of the target’s turns, the target suffers 1 Wound per relevant instance of this spell.
When the target leaves or enters a location on a turn other than his or her own, the target gains 1TP per relevant instance of this spell.
When the target’s Melee Attack hits, the hit combatant may choose to leave the location or suffer 1 extra Wound for every relevant instance of this spell.
At casting time, the target must fuel active spells or suffer backlash.
When target tosses a die, you may Burn Essence to adjust the die’s value as if you’d tossed it.
Whenever the target’s profession benefits grant Tactical Points, the target gains +1TP.
When the target calls for an Assault, the target may select one combatant for each relevant instance of this spell. Each selected combatant gains TP’s equal to the target’s Armor Rating. These TP’s are discarded if not spent at the end of the turn.
If the number of relevant instances of this spell exceeds the number of combatants in the target location, that location has no abilities.
At casting time, you suffer 1 Wound then the target suffers 1 Wound per relevant instance of this spell.
The target combtant’s Damage Reduction can not reduce damage below 1. The target gains +1DR per relevant instance of this spell.
When the target’s bid ties with that of another combatant, the target is considered to have bid +1TP per relevant instance of this spell for the purposes of resolving the tie.
If the target misses a melee attack, for the rest of the turn, the cost for the target to use the Enter Location simple action (ref Enter Location) is reduced by 2TP per relevant instance of this spell.
If the target is hit by an attack, the attacker suffers 1 Wound per relevant instance of this spell.
When the target leaves a location, inflict 1 Wound per relevant instance of this spell.
Targets yourself. At casting time, create a location called “