Relic Site Table
1 - The Sunforge Dial: All friendly units within R2 gain +1 D6 to melee damage. If uncontrolled at the end of a round, the effect fades until recap tured.
2 - The Shattered Mirror: Once per round, you may force an enemy unit within R3 to re-roll a successful attack. If you fail to control the site for one full round, the magic shatters permanently.
3 - Heart of the Storm: At the start of each Aether Phase, roll 1D6; on a 5–6, deal 1D6 to all enemy units within R2 of this site and those enemy units receive a stun token.
4 - The Weeping Gate: Friendly units within R2 may ignore difficult terrain. If the Aether Counter reaches 15, the gate closes and this relic deactivates.
5 - The Bloodwell: Once per round, you may heal 1D6 to a friendly unit within R1 of this site. However, every heal increases the Aether Counter by +1.
6 - The Prism of Thorns: Ranged attacks made from within R1 of this site gain +2 to hit rolls. Each miss deals 1D6 damage to the attacker.
7 - The Serpent’s Fang: Once per round, choose one enemy unit within R2 of this site. That unit suffers 1D6 damage and receives a stress token.
8 - The Ember Crown The first melee attack made each round by a unit within R2 adds +1D6 damage. This relic becomes inactive if any enemy Commander controls it for more than one round.
9 - The Void Anvil: Units within R1 may choose to sacrifice 1D6 health to immediately remove all status effects. Each use adds +1 to the Aether counter.
10 - The Starfall Dial: At the start of the Planning Phase, you may move the Aether Counter up or down by 1. If uncontrolled for one full round, it locks permanently in place.