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Heroes

All topics relating to Altdorf Chronicles project should be discussed here.

Re: Heroes

Postby The Road Warrior » October 12th, 2014, 1:18 pm

I haven't read through all of the different heroes yet but I think the wizard or sorcerer. I really like the idea of combining spells.
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Re: Heroes

Postby Gold Bearer » October 12th, 2014, 2:23 pm

Definitely by best idea. I've got another simple one along the same lines that should be good, I'll save it for P-B-P when I get one running.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Forest Elves

Postby Gold Bearer » October 13th, 2014, 6:39 am

Forest Warrior
Race: Elven(Wood Elf). Class: Forest Warrior. Equipment: Sword, Dagger, Leather Armour.
  • You are able to use a one handed melee weapon in each hand if at least one of them is any type of sword and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.

  • You are unable to use two handed melee weapons or wear Heavy Armour.
Forest Warrior.jpg



Forest Knight
Race: Elven(Wood Elf). Class: Forest Knight. Equipment: Sword, Leather Armour.
  • You are resistant to Transfix, Chill Touch and hostile spells and are unaffected when you're tageted by one of them if you can roll a shield on one combat dice but if you roll a black shield your resistance to all three is down until the beginning of your next turn.

  • You are unable to use two handed melee weapons or wear Heavy Armour.
Forest Knight.jpg



Forest Ranger
Race: Elven(Wood Elf). Class: Forest Ranger. Equipment: Sword, Leather Armour.
  • You are a level one Magician and choose either the Earth or Water spells unless the Forest Mage is being used, in which case the Forest Mage chooses and you get the other set.

  • You are unable to use two handed melee weapons or wear Mid-Weight or Heavy Armour.
Forest Ranger.jpg



Forest Mage
Race: Elven(Wood Elf). Class: Forest Mage. Equipment: Wand(Club).
  • You are a level three Magician and get Deep Sleep, Slow and Twist Wood from the Elf deck, three random Talisman spells and choose either the Earth or Water spells.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Forest Mage.jpg
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Last edited by Gold Bearer on October 25th, 2014, 8:24 pm, edited 2 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby Daedalus » October 14th, 2014, 4:16 am

I also didn't get through all of the Heroes. Maybe I'll read some more another day.

I liked the simplicity of the Elf's upgrades, but I'm left wondering if the Wood Elf is allowed two bow attacks. If so, I think that's too much.
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Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby Gold Bearer » October 14th, 2014, 4:59 am

Daedalus wrote:I liked the simplicity of the Elf's upgrades, but I'm left wondering if the Wood Elf is allowed two bow attacks. If so, I think that's too much.
He can, but so can everyone else. A character is able to fire a bow twice in succession if they don't move, unless they're an elven, in which case they can move up to half rate. The wood elf has the special ability of being able to fire a bow once before and once after moving (still at no more than half rate).
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Shadow Elves

Postby Gold Bearer » October 14th, 2014, 2:04 pm

Shadow Warrior
Race: Elven(High Elf). Class: Shadow Warrior. Equipment: Sword, Dagger, Studded Armour.
  • You are able to use a one handed melee weapon in each hand if at least one of them is any type of sword and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.

  • You are a level one Magician and choose one spell group from Darkness, Protection and Detection spells after the Shadow Ranger and Shadow Knight have chosen.

  • You are unable to use two handed melee weapons or wear Heavy Armour.
Shadow Warrior.jpg



Shadow Knight
Race: Elven(High Elf). Class: Shadow Knight. Equipment: Sword, Studded Armour.
  • You are resistant to Transfix, Chill Touch and hostile spells and are unaffected when you're tageted by one of them if you can roll a shield on one combat dice but if you roll a black shield your resistance to all three is down until the beginning of your next turn.

  • You are a level one Magician and choose one spell group from Darkness, Protection and Detection spells after the Shadow Ranger has chosen.

  • You are unable to use two handed melee weapons or wear Heavy Armour.
Shadow Knight.jpg



Shadow Ranger
Race: Elven(High Elf). Class: Shadow Ranger. Equipment: Sword, Studded Armour.
  • You are a level two Magician and choose one spell group from Darkness, Protection and Detection spells and either Fire or Air spells chosing after the Shadow Mage.

  • You are unable to use two handed melee weapons or wear Mid-Weight or Heavy Armour.
Shadow Ranger.jpg



Shadow Mage
Race: Elven(High Elf). Class: Shadow Mage. Equipment: Wand(Club).
  • You are a level four Magician and get Double Image, Hypnotic Blaze, Timestop, Disappear and Flashback from the Elf deck, Temperal Warp, three other random Talisman spells and choose either the Fire or Air spells.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Shadow Mage.jpg
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Last edited by Gold Bearer on October 25th, 2014, 8:29 pm, edited 4 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Pheonix Guard

Postby Gold Bearer » October 17th, 2014, 8:04 pm

phoenix-bird-1440x900.jpg



Pheonix Warrior
Race: Elven(High Elf). Class: Pheonix Warrior. Equipment: Sword, Dagger, Studded Armour.
  • You are able to use a one handed melee weapon in each hand if at least one of them is any type of sword and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.

  • You are a level one Magician get one random Fire spell, one random Elf spell and one random Talisman spell sharing the decks with the other Pheonix Guard.

  • You are able to rise from the dead on 1BP once per adventure straight after the attack that killed you.

  • You are unable to wear Heavy Armour or use ranged weapons or two handed melee weapons unless they're pole-arms, although you are allowed to through weapons that can normally be thrown.
Pheonix Warrior.jpg



Pheonix Knight
Race: Elven(High Elf). Class: Pheonix Knight. Equipment: Sword, Studded Armour.
  • You are resistant to Transfix, Chill Touch and hostile spells and are unaffected when you're tageted by one of them if you can roll a shield on one combat dice but if you roll a black shield your resistance to all three is down until the beginning of your next turn.

  • You are a level one Magician get one random Air spell, one random Elf spell and one random Talisman spell sharing the decks with the other Pheonix Guard.

  • You are able to rise from the dead on 1BP once per adventure straight after the attack that killed you.

  • You are unable to wear Heavy Armour or use ranged weapons or two handed melee weapons unless they're pole-arms, although you are allowed to through weapons that can normally be thrown.
Pheonix Knight.jpg



Pheonix Ranger
Race: Elven(High Elf). Class: Pheonix Ranger. Equipment: Sword, Studded Armour.
  • You are a level two Magician and choose one spell group from Darkness, Protection and Detection spells and either Fire or Air spells choosing after the Shadow Mage.

  • You are a level two Magician get one random Fire spell, one random Air spell, two random Elf spells and two random Talisman spells sharing the decks with the other Pheonix Guard.


    You are unable to wear Heavy Armour or use ranged weapons or two handed melee weapons unless they're pole-arms, although you are allowed to through weapons that can normally be thrown.
Pheonix Ranger.jpg



Pheonix Mage
Race: Elven(High Elf). Class: Pheonix Mage. Equipment: Wand(Club).
  • You are a level three Magician and get one random Fire spell, one random Air spell, four random Elf spells, Preservation and two random Talisman spells.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are able to rise from the dead on 1BP once per adventure straight after the attack that killed you.

  • You are are only able to use equipment that the Wizard is able to use.
Pheonix Mage.jpg
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Last edited by Gold Bearer on November 21st, 2014, 12:36 pm, edited 6 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Glade Guard

Postby Gold Bearer » October 17th, 2014, 8:08 pm

I haven't decided on rules for these yet, I just wanted a wood elf equivalent of the pheonix guard.
Glade Warrior.jpg
Glade Knight.jpg
Glade Ranger.jpg
Glade Mage.jpg
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:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby Gold Bearer » October 23rd, 2014, 8:40 pm

Mage
Race: Elven(Elf). Class: Mage. Equipment: Wand(Club).
  • You are a level four Magician and get all eight Elf spells and four random Talisman spells.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to attempt to cast one spell and discard another by rolling a combat dice, skull = cast as normal, white shield = discard the chosen spell, black shield = discard both.
Master
  • You are able to attempt to cast one spell and discard another by rolling a combat dice, skull = discard the chosen spell, white shield = cast as normal, black shield = discard both.
Legend
  • You are able to see and cast the spells of enemy Magicians in the same room or corridor instead of your own and forcing them to discard the spell.
Mage.jpg



Arcane Mage
Race: Elven(Elf). Class: Arcane Mage. Equipment: Cudgel.
  • You are a level five Magician and get fifteen random Talisman spells.

  • You are able to give up half of your movement instead of your attacking action to cast a spell.

  • Your natural Magical Aura gives you a basic defence of one combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to cast spells without using an action but you can still only cast one spell per turn.
Master
  • You are able to give up your movement to cast an extra spell.
Legend
  • You are able to give up half of your movement to cast an extra spell or all of your movement to cast an extra two spells.
Arcane Mage.jpg



Arch Mage
Race: Elven(High Elf). Class: Arch Mage. Equipment: Wand(Club).
  • You are a level five Magician and get Darkness, Protection and Detection spells, four random Elf spells sharing the deck with the Storm Mage and Elf, one random Talisman spell and Invisibility.

  • Roll two combat dice when you cast a spell, 2 white shields = keep the spell, 1 skull + 1 white shield = can discard any of your spells in place of the one cast, 2 skulls = cast as normal, 1 black shield + 1 white shield = the spell fails but is kept, 1 skull + 1 black shield = the spell fails and is discarded, 2 black shields = the spell fails drastically and is discarded along with all of your remaining spells from the same group. You can only ever keep a cast spell once per spell.

  • Your natural Magical Aura gives you a basic defence of one combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • When you roll the combat dice for a cast spell 2 white shields = keep the spell and can cast the same spell again this turn, 1 skull + 1 white shield = keep the spell, 2 skulls = can discard any of your spells in place of the one cast, 1 black shield + 1 white shield = cast as normal, 1 skull + 1 black shield = the spell fails but is kept, 2 black shields = the spell fails and is discarded.
Master
  • When you roll the combat dice for a cast spell 2 white shields = keep the spell and can cast again this turn, 1 skull + 1 white shield = keep the spell and can cast the same spell again this turn, 2 skulls = keep the spell, 1 black shield + 1 white shield = can discard any of your spells in place of the one cast, 1 skull + 1 black shield = cast as normal, 2 black shields = the spell fails but is kept.
Legend
  • When you roll the combat dice for a cast spell 2 white shields = cast without using an action and keep the spell, 1 skull + 1 white shield = keep the spell and can cast again this turn, 2 skulls = keep the spell and can cast the same spell again this turn, 1 black shield + 1 white shield = keep the spell, 1 skull + 1 black shield = can discard any of your spells in place of the one cast, 2 black shields = cast as normal.
Arch Mage.jpg



Storm Mage
Race: Elven(High Elf). Class: Storm Mage. Equipment: Dagger.
  • You are a level five Magician and get Earth, Air, Fire and Water spells, one random Elf spell sharing the deck with the Arch Mage and Elf, one random Talisman spell and Destruction.

  • You are able to cast Combined and Fully Merged spells.

  • Your natural Magical Aura gives you a basic defence of one combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • From now on you have 24 power points to cast Element spells (including Combined and Merged spells adding up the total) and when you do roll a combat dice, on a skull the spell lost as normal, on a white shield you can discard any element spell of the same power level and on a black shield the spell is kept.
Master
  • When you roll the combat dice for a cast Element spell a skull means you can discard any element spell of the same or higher power level, on a white shield the spell is kept and on a black shield the spell lost as normal.
Legend
  • When you roll the combat dice for a cast Element spell a skull means the spells is kept, on a white shield you can discard any element spell and on a black shield it's lost as normal.
Storm Mage.jpg



Enchantress
Race: Human. Class: Enchantress. Equipment: Dagger.
  • You are a level zero Magician.

  • You can attempt to Transfix or Chill Touch an enemy by rolling a combat dice before foloowing the standard rules, on a skull you succeed and have then used your attacking action, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to Transfix and Chill Touch using the standard rules.
Master
  • You get one Mesmerism spell and you only need to equal the targets score when it's initially cast on the target.
Legend
  • You become a level one Magician and get another two Mesmerism spells and you only need to equal the targets score whenever you're testing for it.
Enchantress.jpg
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Last edited by Gold Bearer on May 4th, 2016, 7:56 am, edited 4 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby Gold Bearer » October 23rd, 2014, 8:45 pm

Fire Wizard
Race: Human. Class: Fire Wizard. Equipment: Cudgel.
  • You are a level three Magician and get Fire spells, Fire Storm, Fireball, Lightning Bolt, Wall Of Fire and two random Talisman spells.

  • You are able to give up your movement action instead of your attacking action to cast a spell.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to merge three spells to cast Inferno as long as at least one of them is one of the three Fire spells.
Master
  • You are able to use three spells and give up all other actions to summon a Fire Elemental as long as at least two of them are one of the three Fire spells.
Legend
  • You are able to merge two spells to cast Inferno as long as at least one of them is one of the three Fire spells and are able to use two spells and give up all other actions to summon a Fire Elemental as long as at least one of them is one of the three Fire spells.
Fire Wizard.jpg



Ice Wizard
Race: Human. Class: Ice Wizard. Equipment: Cudgel.
  • You are a level three Magician and get Water spells, Ice Storm, Chill, Mind Freeze, Wall Of Ice and two random Talisman spells (Fireball is treated as Ice Bridge).

  • You are able to give up your movement action instead of your attacking action to cast a spell.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to merge three spells to cast Monsoon as long as at least one of them is one of the three Water spells.
Master
  • You are able to use three spells and give up all other actions to summon a Water Elemental as long as at least two of them are one of the three Water spells.
Legend
  • You are able to merge two spells to cast Monsoon as long as at least one of them is one of the three Water spells and are able to use two spells and give up all other actions to summon a Water Elemental as long as at least one of them is one of the three Water spells.
Ice Wizard.jpg



Forest Wizard
Race: Human. Class: Forest Wizard. Equipment: Cudgel.
  • You are a level three Magician and get Earth spells, four random Elf spells that fail on a white and fail and are lost on a black shield roll of one combat dice and two random Talisman spells.

  • You are able to give up half of your movement instead of your attacking action to cast a spell.

  • You are able to break up your movement and cast in between, allowing you to move and cast freely.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to merge three spells to cast Quake as long as at least one of them is one of the three Earth spells.
Master
  • You are able to use three spells and give up all other actions to summon an Earth Elemental as long as at least two of them are one of the three Earth spells.
Legend
  • You are able to merge two spells to cast Quake as long as at least one of them is one of the three Earth spells and are able to use two spells and give up all other actions to summon an Earth Elemental as long as at least one of them is one of the three Earth spells.
Forest Wizard.jpg



Shadow Wizard
Race: Human. Class: Shadow Wizard. Equipment: Cudgel.
  • You are a level three Magician and get Air spells, four random Elf spells that fail on a white and fail and are lost on a black shield roll of one combat dice and two random Talisman spells.

  • You are able to give up half of your movement instead of your attacking action to cast a spell.

  • You are able to break up your movement and cast in between, allowing you to move and cast freely.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to merge three spells to cast Typhoon as long as at least one of them is one of the three Air spells.
Master
  • You are able to use three spells and give up all other actions to summon an Air Elemental as long as at least two of them are one of the three Air spells.
Legend
  • You are able to merge two spells to cast Typhoon as long as at least one of them is one of the three Air spells and are able to use two spells and give up all other actions to summon an Air Elemental as long as at least one of them is one of the three Air spells.
Shadow Wizard.jpg



Cultist
Race: Human. Class: Cultist. Equipment: Dagger.
  • You are a level two Magician and get six random Talisman spells any of which can be traded once for random replacements, putting replaced spells back in the deck.

  • You are unable to wear Mid-Weight or Heavy Armour or use two handed melee weapons or ranged weapons but you're still able to throw weapons that can normally be thrown.
Veteran
  • You are able to give up all other actions to trade one spell for a random replacement, putting the replaced spell back in the deck.
Master
  • You are able to trade one spell for a random replacement once per turn without loosing an action, putting the replaced spell back in the deck.
Legend
  • You are able to give up all other actions to trade any number of spells for random replacements, putting replaced spells back in the deck.
Cultist.jpg
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:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Evil Sorcerer: Morcar
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