Before the Breaking, the dead of the Hallow went down through Deopa, the Deep and were gone. Since the Breaking they have gone no farther than the threshold of the Deep, where they wait against the underside of the world. Dread wave makes an enemy company remember that.
Before the fighting, the spell rolls over a single company. For the rest of the battle its soldiers strike with less force: their first blows, their follow-up blows and the blows they return. Ordinary folk say the dread is not of dying. It is of knowing where the fallen go now, not down and away but to the threshold, to wait.
Umbra mages have cast it since the Age of the First Sealborn. It is simple and low in cost, and it must pass the enemy's ward, the resistance of its affinity and the creature's own resistance like any magic in battle. Cast from its own affinity it weakens the most; against the grain it does less, and a deeper realm does more.
Player-visible facts
| Field | Value |
|---|---|
| Base mana per cast | 600 |
| Turns per cast | 0 |
| Type | battle |
Current costs and availability come from your legal actions. Affinity and active effects can change the base cost.