FACTION 06ORDERS

WIZARDS

RESOURCE
Arcane Focus
COMMANDER
Order Magister
MORALE SHATTER
Unraveling
ARCHETYPE
Enabler-leaning

Fragile early, devastating late — reward patient accumulation and preparation.

RESOURCE — ARCANE FOCUS

Baseline 700/turn. Unspent carries over. Hard bank cap: 1,200.

Wizards bank unspent Command across turns up to a ceiling of 1,200. Patient players who don't overspend can build toward a single overwhelming turn. They field units of only two members — fragile early but devastating late.

HISTORY

Wizards emerge ~18,000–21,000 years ago. They accumulate knowledge fast. Sorcerers regard this as suspicious. Every Order treats magic as precise science with knowable rules.

ORDERS

Each order grants your Commander a unique ability drawn from a specific mythological tradition.

ROOT

Hermetic

European — Renaissance/Alchemical

Order of the Sealed Vessel

Deep goldTarnished black

Crest: An alchemical flask sealed with wax, glowing from within

COMMANDER ABILITY — TRANSMUTATION

Once per match, permanently convert one friendly unit's Weapons Upgrade into a different Weapons Upgrade of your choice.

Order of the Geometric Fire

Burnt orangeAsh grey

Crest: A triangle inscribed inside a circle, one vertex touching flame

COMMANDER ABILITY — CALCULATED BURN

Once per round, after a friendly unit attacks, that unit may immediately attack a second target for half damage.

Order of the Celestial Mechanism

Deep navyPolished brass

Crest: An orrery — concentric rings with a dim star at the center

COMMANDER ABILITY — ORBITAL LOCK

Once per match, declare one enemy unit. That unit cannot move for 2 full rounds. Cannot target Commanders.

ROOT

Onmyōdō

Japanese

Order of the Paper Ward

White paperDeep vermillion

Crest: An ofuda talisman pinned to a gate

COMMANDER ABILITY — BARRIER SEAL

Once per round, place a ward on any hex within 3 hexes. The first enemy unit that enters that hex this match becomes Exhausted immediately.

Order of the Yin Compass

Ink blackPale silver

Crest: A luopan compass with a cracked needle

COMMANDER ABILITY — FAVORABLE READING

Once per match, look at the next 3 Command Options your opponent will be offered and choose one to remove.

Order of the Five Phases

Deep jadeRust red

Crest: A pentagon with each side a different elemental color

COMMANDER ABILITY — ELEMENTAL CYCLE

Each round this Commander survives, cycle to the next phase — each phase grants +100 to a different stat for all friendly units.

ROOT

Ilm al-Nujum

Islamic Golden Age — Arabic/Persian

Order of the Burning Glass

Amber goldDeep crimson

Crest: A lens focusing a beam of light to a single point

COMMANDER ABILITY — FOCAL POINT

Once per round, double the ATK of one friendly unit's next attack.

Order of the Named Stars

Deep indigoSilver

Crest: Three stars connected by lines, forming a triangle

COMMANDER ABILITY — STELLAR DESIGNATION

Once per match, name one enemy unit. That unit takes +100 damage from all sources for the rest of the match.

Order of the Astrolabe

VerdigrisBurnished gold

Crest: An astrolabe with its shadow cursor pointing at nothing

COMMANDER ABILITY — PREDICTED POSITION

Once per round, declare one hex. If any enemy unit moves into or through that hex this round, they become Exhausted immediately.

ROOT

Ifa

West African — Yoruba

Order of the Open Palm

Deep earth redWhite chalk

Crest: An open hand with a divining chain draped across it

COMMANDER ABILITY — CAST THE CHAIN

Once per match, swap the positions of any two friendly units anywhere on the field. Neither becomes Exhausted.

Order of the 256 Paths

Deep forest greenPale gold

Crest: A branching path that splits 8 times before disappearing

COMMANDER ABILITY — ODU READING

Once per match, after seeing both players' Command Options, swap one of your own with one from a reserve pool.

Order of the Adjusted Fate

OchreDeep shadow black

Crest: A crossroads with one path lit and three dark

COMMANDER ABILITY — REWRITE

Once per match, negate the effect of any single Commander ability used by the opponent this round, after it has been declared but before it takes effect.

FACTION TIMELINE

Before

Force structures exist. No one is studying them yet.

~18,000–21,000 years ago

Wizards emerge. Later than Sorcerers, later than Golems. They accumulate knowledge fast. Sorcerers regard this as suspicious.

During the Long Decline

Wizard Orders begin systematic study of Lemurian resonance. Lemurians notice. The study continues.

Near the Game's Present

Sorcerer-Wizard open hostility breaks out in contested highland territory. Both sides claim victory.