Sotiris wrote:BUT: i don't want Bravo to be visible from the Warlock when EWP's turn comes. So behind Salvo is ok i suppose (warlock can't pass fly through a blocking door hero, right?)
Right, there's not enough room to fly over (he's on one of those Tzeentch flying disks).
I didn't give all the rules for the staff because the idea is to figure it out yourselves but I'll tell you how you could work out it will work for Vladimir from when Luther had it. It's treated in the same way as a staff except that it counts as a magical attack. The only time a roll is made is when a Magican draws on its power which you can do once per turn using your attacking action. Luther did this twice. The first time he rolled a black shield and got shield of fire but lost 1BP, the second time he rolled a white shield and got bolt of change. That spell is still in the staff now.
For non magicians I roll a combat dice at the start of my turn. On a skull you're okay, on a white shield you lose 1MP and you don't know what happens on a black shield because Sifu never rolled one but I'm sure you can guess.
Bravo Runs.
Gold Bearer rolled 1 6-sided dice:

No, that's one dice.

I think you got enough.
Staff roll.
Gold Bearer rolled 1 6-sided dice:

Bravo looses 1MP.
Winds Of Magic.
Gold Bearer rolled 1 6-sided dice:

Event.
Gold Bearer rolled 2 6-sided dice:

Warlock casts Pink Fire Of Tzeentch:
Pink Fire of Tzeentch.jpg
bRuno
Gold Bearer rolled 1 6-sided dice:

Vladimir
Gold Bearer rolled 1 6-sided dice:

Kai
Gold Bearer rolled 1 6-sided dice:

Warlock attacks Kai.
Gold Bearer rolled 1 6-sided dice:

Dodge.
Gold Bearer rolled 1 6-sided dice:

Defence.
Gold Bearer rolled 2 6-sided dice:

Warlock moves.
Acolyte attacks Vladimir.
Gold Bearer rolled 1 6-sided dice:

Gold Bearer rolled 2 6-sided dice:

1S, 1E.
ChaosChaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.
Tzeentch WorshippersWorshippers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when an enemy spell is cast that affects them (doesn't apply to spells that follow a path but does apply to instant spells that have an area of effect), on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.
Chaos AcolytesCan use their attacking action to cast the spell of another Chaos Magician (not Daemons) in the same room or corridor. The spell is discarded if it would be discarded if the owning Magician had cast it and there needs to be enough power in the Winds Of Magic if it's a Winds Of Magic spell.
FlightCan move through enemies that aren't directly adjacent to a doorway.
Winds Of Magic Power: 1
Party Luck: 161Pit Fighter Bravo RACE: Human CLASS: Pit Fighter | Blacksmith bRuno RACE: Dwarven (Dwarf) CLASS: Blacksmith | Paladin Salvo RACE: Human CLASS: Warrior-Priest | Frost Wizard Vladimir Stormbringer RACE: Human CLASS: College Wizard |
MOVE:  | MOVE:  | MOVE: (Max Run 8) | MOVE: (Lowest two) |
ATTACK: +/ (Reroll s) (Flail) | ATTACK: -/~ (Knife) | ATTACK: + (Spiked Club) | ATTACK: (Ice based) (Broadsword) |
DEFENCE: (Tough Skin) | DEFENCE: (Very Tough Skin) | DEFENCE: (+1^) (Padded Armour, Helm) | DEFENCE: (Counts s as s) (+1 for Magic Aura) |
BODY:  | BODY:  | BODY:  | BODY:  |
MIND:  | MIND:  | MIND:  | MIND:  |
| INVENTORY: | RUNES:  | SPIRIT:  | SPELLS:  |
| INVENTORY: Potion Of Resilience. | INVENTORY: | INVENTORY: 100gp, Potion Of Magic Defence, |
| | | 15 Arrows, Ice Bridge Scroll. |
Ranger Halt RACE: Human CLASS: Ranger | Monk Sifu RACE: Human CLASS: Monk | Rogue Kai RACE: Human CLASS: Thief | Bright Wizard Luther Flamestrike RACE: Human CLASS: College Wizard |
MOVE:  | MOVE: (Lowest two) | MOVE: (Max Run 8) | MOVE: (Lowest two) |
ATTACK: or -/~ (Sword, Knife) | ATTACK: +/ (Pole) | ATTACK: or -/ (Evil Broadsword, Dagger) | ATTACK: or +/(Fire based option) (Broadsword, Tzeentch Staff) |
DEFENCE: (Leather Armour) | DEFENCE: (+ Evasion) (Martial Skill) | DEFENCE: (+ Dodge) (Evil Padded Armour) | DEFENCE: (+1 for Magic Aura) |
BODY:  | BODY:  | BODY:  | BODY:  |
MIND:  | MIND:  | MIND:  | MIND:  |
| INVENTORY: | KARMA:  | INVENTORY: | SPELLS:  |
|  | | INVENTORY: |
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| INVENTORY: | | |
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