Category:Mages: Difference between revisions

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Heroes of the Mage archetype.
Heroes of the Mage archetype.
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  |category    = Mages
  |namespace    =
  |include      = {Infobox hero}:name:expansion:speed:health:stamina:defense:willpower:might:knowledge:awareness:ability:feat
  |table        = class="wikitable sortable",-, Name, Exp, Spd, {{Heart}}, {{Fatigue}}, {{Shield}}, {{Willpower}}, {{Might}}, {{Knowledge}}, {{Awareness}}, Ability, Feat
  |tablerow    = [[%PAGE%¦%%]], ²{ValidateExpansionCode¦%%}², %%, %%, %%, %%, %%, %%, %%, %%, %%, %%
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[[Category:Archetypes]]
[[Category:Archetypes]]

Revision as of 07:33, 4 August 2017

Heroes of the Mage archetype.

Name Exp Spd Heart Fatigue Shield Willpower Might Knowledge Awareness Ability Feat
Challara DJ31 3 10 4 Gray 3 3 4 1 You have the Brightblaze familiar. At the start of each encounter, place Brightblaze in the closest empty space to you. Action: If Brightblaze is not on the map, place Brightblaze in an empty space adjacent to you. Then, immediately activate Brightblaze. Brightblaze also activates this turn as normal.
Lyssa DJ31 5 8 5 Gray 2 2 3 4 Each time you perform an attack that targets a figure adjacent to you, before dice are rolled, you may replace 1 of your power dice with 1 red power die. Use after you resolve an attack. Perform an additional attack that targets a figure adjacent to you. Replace 1 blue attack die with 1 power die of your choice, before dice are rolled. This attack ignores range.
Jaes the Exile DJ27 4 12 3 Gray 2 3 4 2 Your armor loses all text that prevents you from equipping Runes.
Apply +1 to your Stamina for each Rune you have equipped.
Action: Perform 1 attack with a Magic weapon. This attack gains Pierce 3.
If you perform this attack with a Rune weapon, add 1 Surge to the results.
Widow Tarha DJ01 4 10 4 Gray 3 2 4 2 Once per round, after you roll a dice for an attack, you may reroll 1 attack or power die. You must keep the new result. Action: Perform an attack. This attack affects 2 different monsters in your line of sight. 1 attack roll is made but each monster rolls defense dice separately. Both monsters are considered targets of your attack.
Leoric of the Book DJ01 4 8 5 Gray 2 1 5 3 Each monster within 3 spaces of you receives -1Heart on all attack rolls (to a minimum of 1). Action: Perform an attack with a Magic weapon. This attack ignores range and targets each figure adjacent to you. 1 attack roll is made but each figure rolls defense dice separately.
Mad Carthos DJ02 4 8 3 Gray 4 1 4 2 Once per turn, when you use a skill that costs 1 Fatigue, reduce the cost to 0 Fatigue. Action Perform an attack with a Magic weapon. This attack deals +3 Heart.
Landrec the Wise DJ02 3 10 4 Brown 3 1 5 2 Each time you attack and do not roll at least 1 Surge, gain 1 Surge. Use when performing an attack, before rolling dice. This attack gains:
Surge Surge: +5 Heart
Zyla DJ02 4 8 5 Gray 3 1 4 3 You ignore all figures and terrain while moving. You must end your movement in an empty space. Use before any figure is activated. Remove your figure from the map and place a hero token in your space. At the start of your next turn, replace the hero token with your figure.
Astarra DJ02 4 10 5 Gray 4 1 4 2 Once per turn, you may spend 1 movement point to choose a hero within 3 spaces of you and move to an empty space adjacent to that hero. Use at the start of your turn to move each adjacent monster to you up to 2 spaces in any direction.
Challara DJ02 3 10 5 Gray 3 3 4 1 You have the Brightblaze familiar. At the beginning of each encounter, place Brightblaze in your space. Action: Perform an attack. Before the attack roll, you may move Brightblaze to an empty space adjacent to your target.
Jaes the Exile DJ02 4 12 3 Gray 2 3 4 2 You may always equip Runes, regardless of the limitations of your armor. You gain +1 Stamina for each Rune you have equipped. Action: Perform an attack with a Magic weapon. This attack gains Pierce 3.
Lyssa DJ02 5 8 5 Gray 2 2 3 4 Each time you are attacked, you may reroll 1 of your defense dice. You must keep the new result. Use after an attack against you fails to deal at least 1 Heart to you. You may immediately move up to your Speed and perform an attack.
Master Thorn DJ02 5 8 4 Gray 3 1 5 2 Each of your attacks gains:
Surge: Move 2 spaces after resolving this attack
Action: Choose a space in your line of sight. Immediately drop any objective tokens you are carrying to remove your figure from the map and place it on the chosen space.
Shiver DJ02 4 8 4 Gray 3 2 3 3 Monsters must spend 1 additional movement point to enter any space adjacent to you. Action: Each figure adjacent to you is Immobilized.
Truthseer Kel DJ02 4 10 4 Gray 2 1 4 4 Figures and obstacles do not block your line of sight. Doors still block your line of sight as normal. Use during your turn to look at the top 5 cards of the Overlord deck. Place 1 of the cards on the bottom of the deck and randomly place the rest back on top.
Astarra DJ28 4 10 5 Gray 4 1 4 2 Once per round, you may spend 1 movement point to remove your figure from the map and place it in an empty space adjacent to 1 hero who is within 3 spaces of you. Use at the start of your turn to move each other figure within 3 spaces of you 1 space.
Zyla DJ32 5 8 5 Gray 3 1 4 3 You may enter blocked spaces and ignore the effects of terrain while moving. You cannot end your movement in a blocked space. Use when a monster activates. Remove your figure from the map and place a hero token in your space. At the start of your next turn, replace that hero token with your figure.
Dezra the Vile DJ04 5 8 4 Gray 2 2 4 3 At the start of your turn, you may recover 1 Heart or 1 Fatigue for each monster figure adjacent to you. Use when the overlord chooses to activate a monster figure adjacent to you, before he performs any actions. All monsters adjacent to you are Immobilized.
High Mage Quellen DJ03 4 10 4 Gray 3 1 5 2 At the start of your turn, you may choose another hero within 3 spaces of you. If the chosen hero has at least 1 fatigue token on his Hero sheet, you recover 1 Fatigue. If he has fatigue tokens equal to his Stamina, you recover 2 Fatigue. Use at the start of your turn to increase your Stamina by 4 for the remainder of this turn. At the end of your turn, recover all of your Fatigue.
Ravaella Lightfoot DJ07 4 8 5 Black 2 1 4 4 If you roll 1 or more blanks when rolling defense dice, add 1 Shield to your defense results. Use when you are attacked, after you roll defense dice, to test Knowledge and Awareness. For each test you pass, add 3 Shield to your defense results.
Shiver DJ26 4 10 4 Gray 3 2 3 3 Monsters must spend 1 additional movement point to enter any space adjacent to you. Action: Each figure adjacent to you is Immobilized.
Seer Kel DJ33 4 10 4 Gray 2 1 4 4 Figures and obstacles do not block your line of sight. Doors still block your line of sight as normal. Use during your turn to look at the top 5 cards of the Overlord deck. Place 1 of the cards on the bottom of the deck and randomly place the rest back on top.
Master Thorn DJ30 5 8 4 Gray 3 1 5 2 Each of your attacks gains:
Surge: After resolving this attack, you may choose an empty space within 2 spaces of you and place your figure in the chosen space.
Use when you are affected by an attack and suffer 1 or more Heart. Reduce the amount of Heart by up to 5 and gain an equal amount of movement points.