Emberlight

Emberlight is the realm’s magic, counted like coin. It flows every season: +1 from your own hearth, +2 from every Ember Spire (+2 more on an ember-site), +1 from an untapped ember-site, +1 per company of Adepts, +2 per Magus at your court, and whatever old relics kindle.

Learning: the Rites

A Rite is a working learned slowly. Start one, then pledge Emberlight season by season until the full price is paid. Up to three Rites are on offer at any time, leaning toward your creed’s teachings. Standing circles you rule cut every Rite’s price by 15% each, two circles at most.

Battle-magic

Battle spells cast themselves: when your army fields casters and your reserves can pay, the strongest affordable working weaves into the fight. Both sides, same rule. The odds preview names the spell and its price before you commit. You never pay for magic you did not see coming.

Cinderbolt 6 Emberlight

Battle: your side fights +12% stronger. Auto-woven when you field casters and can pay.

The first spell every adept learns, and the last thing many enemies do.

Shield of Ash 6 Emberlight · rite 22

Battle: your side takes 25% fewer casualties.

The Ash teaches this one first.

Ash remembers being wood, and wood remembers standing.

Panic Whisper 8 Emberlight · rite 26

Battle: the enemy fights 10% weaker.

The Umbra teaches this one first.

It says nothing in particular. That is what makes it unanswerable.

Ember Veil 9 Emberlight · rite 28

Battle: +6% strength and 15% fewer casualties.

A curtain of warm light between your people and the arrows.

Rousing Flame 7 Emberlight · rite 24

Battle: your side fights +10% stronger.

The Flame teaches this one first.

It does not make soldiers braver. It reminds them they already were.

Grasping Mire 8 Emberlight · rite 26

Battle: enemy −5%, and their charges and ambushes fail.

The Ash teaches this one first.

The ground grows opinions about anyone moving quickly across it.

Sunlance 12 Emberlight · rite 38

Battle: your side fights +20% stronger. The heaviest battle-magic known.

The Flame teaches this one first.

For one breath, noon. Wherever you point it.

Gloom-Call 12 Emberlight · rite 38

Battle: the enemy fights 15% weaker.

The Umbra teaches this one first.

Every soldier owns a private dark. This merely opens all of them at once.

Realm workings

These you cast yourself, from the Magic screen (m), most of them onto a province. A working on cooldown returns after the listed number of your seasons.

Scrying Smoke 5 Emberlight · returns after 2 seasons · rite 18

Reveal a province and its neighbors, and report every company standing there.

The smoke shows what is. Interpretation, as ever, is extra.

Bless the Harvest 10 Emberlight · returns after 3 seasons · rite 24

A province of yours gains +6 gold and +3 order each season, for 3 seasons.

The wheat stands taller. The tithe-reeve smiles. Suspicion drops to a five-year low.

Sow Discord 12 Emberlight · returns after 3 seasons · rite 30

An enemy province suffers −6 order each season for 3 seasons.

The Umbra teaches this one first.

Three rumors, one forged letter, and a shortage of good ale. Kingdoms have fallen to less.

Ward of Embers 8 Emberlight · returns after 2 seasons · rite 22

A province of yours defends +20% for 3 seasons.

Attackers describe a heat-shimmer, a wrongness, a strong preference for being elsewhere.

Beacon March 14 Emberlight · returns after 4 seasons · rite 34

One of your armies that has already marched may march again this season.

The Flame teaches this one first.

Light the high fires and the road walks with you.

Barrow-Call 16 Emberlight · returns after 5 seasons · rite 36

Raise two companies of Barrow Revenants at a barrow province you rule.

The Umbra teaches this one first.

The old dead ask only two questions: who, and how many.

Seer's Flame 10 Emberlight · returns after 4 seasons · rite 26

A private report: every rival’s treasury, income, armies, and heroes, as they stand today.

Stare into the flame long enough and it starts doing the accounting for you.

Quenchling 9 Emberlight · returns after 2 seasons · rite 22

A province of yours gains +15 order at once, and forgets it was recently conquered.

The Ash teaches this one first.

A small grey spirit that drinks grudges. It is always full and never satisfied.

Ember Tithe no Emberlight · returns after 2 seasons · rite 20

Convert 40 gold into 10 Emberlight.

Gold burns badly, but it burns.

Veil of Night 15 Emberlight · returns after 5 seasons · rite 32

For 2 seasons, every province you rule is +8% harder to attack (confusion in the dark).

The Umbra teaches this one first.

The realm does not vanish. It simply stops answering to its name.

Discounts. A frugal lord or hero cuts spell prices. Only the single best discount applies, they do not stack.