# Disruptions
## *the price of turning the world against them*
A Disruption is the moment you reach past the enemies and move the battlefield itself. The ground catches fire. A ward snaps shut. The dead stand up. Disruptions are not free. They are a pool you spend across a fight, and when it runs dry the world stops answering you.
The Pales rules already draw from this pool. This page is where the pool itself lives.
## The pool
You hold a reserve of Disruptions for a fight. It is yours to spend, and when it is gone, the battlefield stops answering you until it refreshes. The pool is drawn from the size of the party and how far it has come.
> [!note] The pool
>
> - **Disruptions** = Party Size + Average Party Level.
>
> Seven Fell at an Average Party Level of 5 give the LoreMaster 12 Disruptions.
> - The pool refreshes at the start of each Crucible.
>
> A Pale costs 8 for an Environmental Disruption and 15 for a Magical one. Those costs are fixed.
## What a Disruption costs
A Disruption is priced by its nature, not its flavor. The same two costs the Pales rules already use cover most of what you will reach for.
| Disruption | What it is | Cost |
| --- | --- | --- |
| Environmental | A physical or natural turn of the battlefield. Fire, flood, collapse, a clinging mire. | 8 |
| Magical | A curse, a ward, a boon, anything supernatural. | 15 |
Flavor is free. Type sets the price. A natural rockfall and a sorcerer's crushing hex can both be a falling-stone Disruption. If you frame it as supernatural it is Magical and costs 15. If it is mundane it is Environmental and costs 8.
## What pushing a Foe costs
The same pool reaches the Foes themselves, not only the ground. See Building Crucibles for how Foes run.
| Push | What it does | Cost |
| --- | --- | --- |
| Fuel a React | hand a Foe a React it has spent or never had | 3 |
| Escalate a Foe | reveal its next rung of kit without waiting on the charge | 5 |
| Loose a Discordant again | re-lay an Epic or Forsaken's Affliction across the table | 12 |
A React is the cheap tap. An escalation costs more for lasting the rest of the fight. A second Discordant sits just under a Magical Disruption because it floods the whole table.
## Discordants
A Discordant takes an [[Afflictions|Affliction]] the game already carries and delivers it a different way. When an Epic or Forsaken enemy is on the field, its Discordant lays one named Affliction on every Fell at the start of the fight, across the whole board, with no attack roll to resist. From there that Affliction runs by its own rules, the same as if a strike had landed it.
This is what the pool re-buys above. Loosing a Discordant again spends 12 to lay that same board-wide Affliction a second time, later in the fight, once the first has run its course.
## Spending the pool
- **Set pieces are free.** Anything already part of the scene when the fight begins costs nothing. The cave already has its chasm. The field is already burning. Build those in when you prep the Crucible and spend nothing for them.
- **Conjuring mid-fight costs.** The moment you decide the ground should turn during the battle, that is a Disruption, and it draws from the pool.
- **Pales are the most common Disruption.** Raising a Pale mid-battle is exactly this spend. See Pales for the full ruleset and the options shelf.
## Pacing the spend
The pool is a pacing tool as much as a budget. Spend early and you set the tone of a fight fast. Hold it and you can break a round open at the moment it matters most. An empty pool is no failure, only a sign the battlefield has already said what it had to say, and the rest of the fight belongs to the Foes and the Fell.
The menu now covers both the battlefield and the Foes. Anything else stays flavor under the two Disruption costs, a structural collapse priced as Environmental, a battlefield-wide curse as Magical.