Rituals of the Destroying Flame
Difficulty +3 (Moderate) Branch and ClawSetup Changes
Rule Changes
Invader Immunity Whenever anything would Damage or Destroy Invaders, ignore that Damage/Destruction unless either:
- There is a Flame Marker within Range 1
- The Spirit using the Power or ability pays 2 Energy.
For non-Spirit effects (Events, counterattacks, etc) any Spirit may pay the Energy. 2 Energy covers a single
counterattack, a single land affected by a main/
/token Event, or a single land affected by a Fear Card.
Any Invaders left in an illegal state because they were not destroyed (e.g., from Ocean's Hungry Grasp's "Drowning") are moved to the closest land they can legally be in.
Invaders are similarly immune to any effects which would happen instead of Damage/Destruction (e.g., Bringer of Dreams and Nightmares' "To Dream a Thousand Deaths")
Ritual of the Destroying Flame: Each turn, after all Growth is done, one or more Spirits may perform the Ritual of the Destroying Flame. Each Spirit performing the Ritual Forgets a Power card that grants
and chooses a land where they have .
- Add a Flame Marker and 1
to that land (This destroys
normally.)
- Gain Energy equal to the current Invader Stage.
- If there are Invaders in that land, do
equal to the current Invader Stage, and 1 Damage per
present.
Flame Makers are Permanent. They are not limited in quantity.