Category:Mages
Heroes of the Mage archetype.
Name | Exp | Spd | 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. | : 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. |
: Perform 1 attack with a Magic weapon. This attack gains Pierce 3. If you perform this attack with a Rune weapon, add 1 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. | : 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 -1 on all attack rolls (to a minimum of 1). | : 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 , reduce the cost to 0 . | Perform an attack with a Magic weapon. This attack deals +3 . |
Landrec the Wise | DJ02 | 3 | 10 | 4 | Brown | 3 | 1 | 5 | 2 | Each time you attack and do not roll at least 1 , gain 1 . | Use when performing an attack, before rolling dice. This attack gains: : +5 |
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. | : 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. | : 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 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: : Move 2 spaces after resolving this attack |
: 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. | : 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 or 1 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 . If he has fatigue tokens equal to his Stamina, you recover 2 . | 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 . |
Ravaella Lightfoot | DJ07 | 4 | 8 | 5 | Black | 2 | 1 | 4 | 4 | If you roll 1 or more blanks when rolling defense dice, add 1 to your defense results. | Use when you are attacked, after you roll defense dice, to test and . For each test you pass, add 3 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. | : 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: : 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 . Reduce the amount of by up to 5 and gain an equal amount of movement points. |
Pages in category "Mages"
The following 24 pages are in this category, out of 24 total.