Foray

A Foray is a spell type with varying speeds. Unlike the original Impulse and Strike system the game employed early in creation, it now relies on a single type to fulfill both jobs. Both forms require a player to have Right-of-Way (akin to a priority system) to perform these actions, but only Impulse speed Forays can be played on any player's turn.

Foray - Impulse:

The impulse action sub type is unique in the fact that it can be played at any time that the performing player has Right-of-Way. Actions that fall in this type are usually reactionary, allowing smaller situational feats to occur in real time. These spells usually sacrifice power for speed, or have higher costs to compensate. The versatility of being able to shape the game on someone else's turn is both important and extremely valuable.

Foray - Strike:

Strike actions as a sub type are limited to the turn of the performing player, while that player has Right-of-Way. This distinction is important, as these actions are typically higher in power and effect. From devastating binds to powerful AoE, strike speed forays are quite a force to be reckoned with. The downside is they are usually not particularly good for anything except offense.