Strategic positioning and coordinated actions in combat enable allies to support one another, achieving greater success than when fighting alone.
Combat Assist
As a partial action, you may assist an adjacent ally with their next melee attack. You must be in a hex that is not threatened by any hostile creatures and adjacent to a friendly creature who is currently threatening a hostile creature. Make a single melee attack as if you were targeting the hostile creature; for every two successes you achieve, the assisted ally gains one bonus success on their next melee attack against that same target. A creature can benefit from only one Combat Assist per phase, and the bonus is lost if the attack is not made on their next turn.
Communion
As a full-round action, a creature who can cast at least one spell with nature or religious components may initiate a spell communion. Any other creature who can cast at least one spell of any kind may spend a full-round action to join. A number of participants equal to the communion leader’s level may join the ritual. The leader has a number of phases equal to the number of communion participants to cast a spell they know. When cast, the spell gains one additional success for each participant and its mana cost is divided evenly among all participants. Any creature who does not know the spell also suffers an additional mana penalty equal to their share of the cost. If no spell is cast within the allotted time, the communion ends. Participating in a communion does not shield creatures from the effects of negative mana.
Flanking
While adjacent to a hostile creature that is also threatened by another creature hostile to it, if you are positioned in a hex opposite to the other threatening creature and score at least one success with a melee attack, you gain one additional success.
Shieldwall
When using a shield to defend against an incoming attack, if at least one adjacent friendly creature is also wielding a shield, they may make a shield defense roll as a reactionary action as if they were the target. If your own shield roll scores at least one success, you gain one additional success for every success the ally rolls on their defense.