English
Русский

War WizardCore

Adversary

Ranged — Tier 2

A battle-hardened mage trained in destructive magic.

Motives and Tactics: Develop new spells, seek power, shatter formations

Difficulty

16

Damage Thresholds

11 / 23

Hit Points

5

Stress

6

Attack Bonus

+4

Weapon

Staff (Far)

Damage

2d10 +4 Magical

Experiences: Magical Knowledge +2, Strategize +2

Features

Battle Teleport - Passive

Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.

Refresh Warding Sphere - Action

Mark a Stress to refresh the Wizard’s “Warding Sphere” reaction.

Eruption - Action

Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved.

Arcane Artillery - Action

Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.

Warding Sphere - Reaction

When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action.

Cards

Adversary
War Wizard

Ranged — Tier 2

Hit Points 5 · Difficulty 16

A battle-hardened mage trained in destructive magic.

Core

Comments(0)

There are no comments yet

Selector

Adversary
Ancestry
Beastform
Campaign Frame
Character
Class
Community
Domain
Domain Card
Environment
Equipment
Guide
Rule
Subclass
Transformation
News
Media
Image
File

Adversaries

Ancestries

Beastforms

Campaign Frames

Characters

Classes

Communities

Domains

Domain Cards

Environments

Equipment

Guides

Rules

Subclasses

Transformations

News

Media

Images

Files