hurl -- God or archangel mid-fight telekinesis Usage: hurl <target> engage and hurl immediately hurl keep current target (strike now) How you play 1. hurl <target> in a fight 3. Weave with judgment across beats for fueled + free pressure (Gods) or scour across lanes (archangels) Light mid-fight instant signature strike (fires outside the normal fight rhythm; short cooldown; telekinetic Path prose). God Mantle: no fuel cost -- judgment is the fueled strike (help judgment). Named archangels pay a small Grace cost (help archangelpowers). Ready again after 3 combat beats on the mental lane -- judgment (physical) does not lock hurl, and hurl does not lock judgment. Ordinary swings keep going while it cools. Auto-hurl (hurl on) was retired. You still cannot fire both on the same combat beat. God actors need Mantle focus (same gates as judgment). See also: help god | help judgment | help fling | help combat