Corruption (co): If your damage score causes health damage to an opponent you can inflict corruption on them, lowering their brawn or magic score by 2 for the remainder of the combat. This ability can only be used once per combat.
Counter (co): If your opponent wins a combat round, you can use counter to lower your opponent’s damage score by 2 and inflict 1 damage die back to them, ignoring armour. This ability can only be used once per combat.
Coup de grace (pa): When an opponent is reduced to 10 health or less, you can immediately use coup de grace to reduce them to zero health. You can only use coup de grace once per combat.
Crawlers (sp): Cover your opponent in creepy-crawlies, forcing them to itch and scratch their way through the combat. This lowers their speed by 1 for two combat rounds. Crawlers can only be used once per combat.
Creeping cold (co + pa): Instead of rolling for a damage score, you can cast creeping cold on one opponent. This does 1 damage at the end of every combat round. For each result you roll for any subsequent damage scores, creeping cold increases its damage by 1. This ability can only be used once.
Critical strike (mo): Change the result of all dice you have rolled for damage to a . You can only use this ability once per combat.
Cruel twist (mo): If you get a result when rolling for your damage score, you can use cruel twist to roll an extra die for damage. This ability can only be used once per combat.
Crystal armour (mo): (see entry 431 for full description.) This ability can only be used once per combat.
Cunning (mo): You may raise your brawn score by 3 for one combat round. You can only use cunning once per combat.
Cure (-): Use at any time to remove two defeats from your hero sheet.
Curse (sp): (see webbed). You can only use curse once per combat.
Dark pact (co): Sacrifice 4 health to charge your strike with shadow energy, increasing your damage score by 4. This ability can only be used once per combat.
Darksilver (mo): Sacrifice 2 health to raise your speed by 3 for one combat round. This ability can only be used once per combat.
Deadly dance (sp): Goad your opponent with a series of dodges and feints. This automatically lowers their speed by 2 for one combat round, but raises their brawn/magic by 1 for the remainder of the combat. This ability can be used twice in the same combat, but each time it is used your opponent’s brawn/magic is increased.
Decay (pa): You automatically inflict 1 damage to all of your opponents at the end of every combat round. This ability ignores armour.
Deceive (mo): (see trickster). You can only use deceive once per combat.
Deep wound (co): You can use this ability to roll an extra die when determining your damage score. You can only use this ability once per combat.
Deflect (co): (see overpower). You can only use deflect once per combat.
Disease (pa): If your damage dice/damage score causes health damage to your opponent, they continue to take 2 points of damage at the end of each subsequent combat round. This damage ignores armour.
Distraction (mo): (see feint). You can only use distraction once per combat.
Dodge (co): Use this ability when you have lost a combat round to avoid taking damage from your opponent’s damage score. This ability can only be used once per combat.
Dogged determination (mo): You may reroll any/all of your hero’s speed dice, accepting the result of the rerolled dice. This ability can only be used once per combat.
Dominate (mo): Change the result of one die you roll for damage to a . You can only use this ability once per combat.
Dragon fire (co): Instead of rolling for a damage score, you can blast your opponents with dragon fire. This inflicts 3 damage dice to a single opponent of your choosing, and 1 damage die to all other opponents, ignoring armour (roll separately for each). You can only use dragon fire once per combat.
Drake fire (co): (see dragon fire). You can only use Drake fire once per combat.
Dry ice (co): (see entry 484 for full description.) This ability can only be used once per combat.
Evade (co): (see dodge). You can only use evade once per combat.
Eviscerate (dm): Use eviscerate to automatically defeat all opponents with 5 health or less. This ability can only be used once per combat.
Exploit (pa): For each result your opponent rolls for attack speed you automatically inflict 1 damage back to them, ignoring armour.
Fatal blow (co): Use fatal blow to ignore half of your opponent’s armour, rounding up. This ability can only be used once per combat.
Fear (mo): Lower your opponent’s damage score by 2 for one combat round. This ability can only be used once per combat.
Feint (mo): You may reroll some or all of your dice, when rolling for attack speed. This ability can only be used once per combat.
Finesse (mo): Use finesse to reroll one die for damage, adding 2 to the result. This ability can only be used once per combat.
First blood (pa): Before the first combat round you can automatically inflict 4 damage to an opponent of your choosing. (Note: This will also inflict any harmful passive abilities you have, such as bleed and venom.)
First cut (pa): Before the first combat round you can automatically inflict 1 damage to an opponent of your choosing. (Note: This will also inflict any harmful passive abilities you have, such as bleed and venom.)
Focus (mo): Use any time in combat to raise your magic score by 3 for one combat round. You can only use this ability once per combat.
Freeze (mo): Use any time in combat to ignore the passive damage you would ordinarily suffer at the end of a combat round for two rounds. You can only use this ability once per combat.
Frenzy (sp): Increase your speed by 3 for one combat round. You can only use frenzy once per combat.
Frost burn (mo): Use any time in combat to add 2 to your damage score. This ability can only be used once per combat.
Frost guard (mo): Use any time in combat to raise your armour score by 3 for one combat round and lower all your opponents’ speed by 1 for the next round only. You can only use this ability once per combat.
Frost hound (dm): (requires Syn’s heart) When you defeat an opponent, you can transform the corpse into a frost hound. The hound will immediately attack another single opponent, inflicting 2 damage per round (ignoring armour) for the duration of the combat. You can only use this ability once per combat, to summon a single hound.
Frostbite (co): If your damage score causes health damage to your opponent, you can also cast frostbite. This lowers your opponent’s speed by 1 for the next two combat rounds. This ability can only be used once per combat.
Furious sweep (co): Instead of rolling for a damage score, you can use furious sweep. Roll 2 damage dice and apply the result to each of your opponents, ignoring their armour. Your speed is lowered by 1 for the next round only. You can only use this ability once per combat.
Gambit (pa): Each time you play a death move special ability, roll a die. On a result you may also regain a speed or modifier ability that you have already played – allowing you to use that chosen ability again any time during the combat.
Getaway (pa): If you are defeated in combat, roll a die. On a or result, you do not need to record the defeat on your hero sheet.
Gouge (co): Increases the damage caused by the bleed ability by 1.
Greater heal (mo): You can cast this spell any time in combat to automatically restore 8 health. This ability can only be used once per combat. If you have multiple items with the greater heal ability, each one can be used once to restore 8 health.
Gut ripper (mo): (see critical strike). You can only use gut ripper once per combat.
Haste (sp): You may roll an extra die to determine your attack speed for one round of combat. You may only use this ability once per combat.
Heal (mo): You can cast this spell any time in combat to automatically heal yourself for 4 health. This ability can only be used once per combat. If you have multiple items with the heal ability, eac
h one can be used once to restore 4 health.
Heart steal (pa): Whenever you use piercing or deep wound in combat, you may automatically roll an extra die for damage.
Heavy blow (co): (see deep wound). You can only use heavy blow once per combat.
Hooked (mo): Use this ability to save one die result from your attack speed roll to use in the next combat round. You cannot change or reroll the saved die. Hooked can only be used once per combat.
Hurricane rush (co): Give into your fury and become a reckless whirlwind of death! This ability inflicts 2 damage dice to each opponent ignoring armour (roll separately for each), but for every opponent you hit you must take 1 damage in return, ignoring armour. You can only use this ability once per combat.
Ice edge (pa): Any result for your damage score will lower your opponent’s speed by 1 in the next combat round.
Ice hooks (pa): Scale sheer and treacherous surfaces with these sharp climbing claws. You will be told when you can use this ability.
Ice mantle (pa): You may permanently raise your armour by 2. You are also immune to any effects/abilities that would lower your armour in combat.
Ice slick (mo): If you roll a for attack speed, you may roll an extra die. This ability can only be used once per combat.
Immobilise (sp): (see webbed). You can only use immobilise once per combat.
Immolation (co): Instead of rolling for a damage score, you can cast immolation. Roll 1 damage die and apply the result to any two of your opponents, ignoring armour. This also lowers their armour by 1 for the remainder of the combat. You can only use immolation once per combat.
Impale (co): A penetrating blow that increases your damage score by 3. In the next combat round, your opponent’s speed is lowered by 1. You can only use impale once per combat.
Insight (mo): Cast any time in combat to lower your opponent’s armour by 2 for two combat rounds. You can only use insight once per combat.
Insulated (pa): This ability will protect you from some opponents’ frost attacks. See combat descriptions for when you can use this ability.
Intimidate (mo): Use to reroll all dice for attack speed, for both yourself and your opponent. You must accept the rerolled results. You can only use intimidate once per combat.
Iron will (mo): (see might of stone). You can only use iron will once per combat.
Knockdown (sp): (see webbed). You can only use knockdown once per combat.
Lash (co): (see cleave). You can only use lash once per combat.
Lightning (pa): Every time you take health damage as a result of an opponent’s damage score/damage dice, you automatically inflict 2 points of damage to them in return. This ability ignores armour. (Note: If you have multiple items with lightning, you still only inflict 2 damage.)
Malefic runes (pa): For each opponent you defeat (reduced to zero health), you may raise your magic score by 1 for the remainder of the combat.
Malice (mo): You may raise your brawn score by 3 for one combat round. You can only use malice once per combat.
Mangle (pa): For each you roll for your damage score, you can add 2 to the result.
Mental freeze (mo): Use any time in combat to lower an opponent’s magic score by 3 for two combat rounds. You can only use this ability once per combat.
Might of stone (mo): You may instantly increase your armour score by 3 for one combat round. You can only use this ability once per combat.
Mind flay (co): Instead of rolling for a damage score you can cast mind flay. Roll 1 damage die and apply the result to each of your opponents, ignoring their armour. For each opponent that takes damage, you may restore 2 health to your hero. This ability can only be used once per combat.
Mortal wound (mo): You may raise your brawn score by 4 for one combat round. You can only use this ability once per combat.
Murder (dm): Use to inflict 1 damage to a chosen opponent at the end of every combat round, and lower their speed by 1 for the remainder of the combat. You can only use this ability once per combat.
Nail gun (co): Instead of rolling for a damage score, you can use the nail gun. This inflicts 2 damage dice to a single opponent, ignoring armour. It also reduces their armour score by 2 for the remainder of the combat. You can only use the nail gun once per combat.
Necrosis (-): (see entry 98 for full description.)
Overload (co): You can use the overload ability to roll an extra dice when determining your damage score. You can only use this ability once per combat.
Overpower (co): This ability stops your opponent from rolling for damage after they have won a round, and automatically inflicts 2 damage dice, ignoring armour, to your opponent. You can only use overpower once per combat.
Pain barrier (mo): Heal yourself for the total passive damage inflicted to a single opponent in the current combat round. (For example, if an opponent was inflicted with bleed and disease, you would be able to heal 3 health – 1+2). This ability can only be used once per combat.
Pain sink (pa): (see freeze). You can only use pain sink once per combat.
Parasite (mo): Use this ability any time in combat to automatically raise one of your attributes (speed, brawn, magic or armour) to match your opponent’s. The effect wears off at the end of the combat round. You can only use parasite once per combat.
Persuade (pa): When selling items to vendors (such as pelts or jewels), you may increase the cost of the item by 10 gold crowns.
Petrify (dm): (see murder). You can only use petrify once per combat.
Phantom (co): Instead of rolling for a damage score, you can summon a phantom. Your phantom has a health of 8 and will absorb any damage that would normally be applied to your hero at the end of a combat round. Once the phantom is reduced to zero health, it is banished and any outstanding passive damage is then passed back to your hero. This ability can only be used once per combat.
Pick ’n’ mix (mo): When you use this potion, roll a die. On a or result, you restore 2 health. On a or result, you restore 4 health. On a or result, you restore 6 health.
Piercing (co): Use piercing to ignore your opponent’s armour and apply your full damage score to their health. This ability can only be used once per combat.
Poison cloud (co): Instead of rolling for a damage score you can cast poison cloud. This inflicts 1 damage to two opponents at the end of every combat round for the duration of the combat. (Your chosen targets must be next to each other on the combat list). This ability can only be used once per combat.
Power totem (co + pa): (see entry 686 for full description.) This ability can only be used once per combat.
Protection (mo): Use any time in combat to turn an opponent’s result for their damage score into a . This ability can only be used once per combat.
Punch drunk (co): When your opponent’s damage score causes health damage, you can use punch drunk to increase your armour by 4 for the next combat round only. This ability can only be used once per combat.
Quicksilver (sp): Increase your speed by 2 for one combat round. You can only use quicksilver once per combat.
Radiance (sp): Lower your opponent’s speed by 2 for one combat round. This ability can only be used once per combat.
Rake (co): Instead of rolling for a damage score, you can rake an opponent. This inflicts 3 damage dice, ignoring armour. (Note: You cannot use modifiers with this ability.) You can only use rake once per combat.
Rallying call (co): (requires a horn in the left hand) Instead of rolling for a damage score you can issue a rallying call. This instantly restores 6 health and raises your brawn by 2 for the next combat round only. This ability can only be used once per combat.
Reaper (mo): For each 5 health damage that your damage score inflicts on an opponent in this round, you can heal 1 health (rounding down). For example, if you inflicted 19 damage to an opponent, you could heal 3 health. You can only use reaper once per combat.
Rebound (co): When your opponent’s damage score causes health damage, you can use rebound to increase your sp
eed by 2 for the next combat round only. You can only use rebound once per combat.
Recall (mo): Cast any time in combat to restore a modifier ability that you have already used. You can only use recall once per combat.
Recharge (dm): You regain a speed or modifier ability that you have already used in combat – allowing you to use it again. Recharge can only be used once per combat.
Reckless (sp): Use this ability to roll an extra die for your attack speed. However, if you lose the combat round your opponent gets an extra damage die.
Recovery (dm): Immediately restore one modifier ability that you have already used. You can only use this ability once per combat.
Recuperation (dm): Gain 1 health at the end of each combat round for the duration of the combat. This ability can only be used once per combat.
Regrowth (mo): You can cast this spell any time in combat to automatically restore 6 health. This ability can only be used once per combat. If you have multiple items with the regrowth ability, each one can be used once to restore 6 health.
Resolve (mo): Cast this spell any time in combat to raise your armour by 4 for one combat round. This ability can only be used once per combat.
Retaliation (co): When your opponent’s damage score causes health damage, you can immediately retaliate by inflicting 1 damage die back to them, ignoring armour. You can only use this ability once per combat.
Revenge (co): When your opponent’s damage score causes health damage, you can immediately retaliate by inflicting 1 damage die to all remaining opponents, ignoring armour. You can only use revenge once per combat.
Roll with it (mo): If you win a round, you can use the result of one of your attack speed dice for your damage score (adding your brawn as normal). You can only use this ability once per combat.
Rust (co): If your damage score causes health damage to your opponent, you can lower the same opponent’s armour by 2 for the remainder of the combat. This ability can only be used once per combat.
Salvation (pa): Each time you use a heal, regrowth or greater heal ability you can increase its health benefit by 1.
The Eye of Winter's Fury Page 69