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Sorcerer

Novice

Upgrade: Have Party Size IconParty SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not)+2 enchantments (Enchantment Icon)EnchantmentEnchantment items can augment or reshape the rules of the game. When its ability is triggered, the card is placed near or partially tucked under the affected component. The Enchantment ability then affects that component until the card is discarded as described by its effect or the session ends. active at the same time.

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Does the Sorcerer need to have activated all of the enchantments themself?

No, enchantments can be activated by any adventurer.

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Innate Ability: If you start your turn in Magic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form., gain 1 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect..

Tenacity CostNameAbility
1Power SurgeSpend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect.. Choose an adventurer to recover the leftmost number of dice from their cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. equal to the additional amount spent.
2Lightning SplashInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After you defeat an enemy, deal 2 damage to every unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. that was in that enemy's rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied..
2Unholy KnowledgeMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Roll any 1 status die in any adventurer's cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. and place it back in the same position with the new result.
3Dark ExchangeMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Remove 1 HP from yourself and from any unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. in rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied.. Add both chips to any other unit in range (may exceed HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. stat).
4Blood MagicMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Each adventurer in play heals to full HP, thenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y. gains light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). equal to the amount of HP healed. Light fatigue that cannot be placed does not generate overfatigue.

Master

Innate Ability: If you start your turn in Magic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form., gain 1 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. or remove 1 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). from your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn..

Tenacity CostNameAbilityUpgrade effect
1Power SurgeSpend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect.. Choose an adventurer to recover the leftmost number of dice from their cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. equal to the additional amount spent +1.+ 1 recovered die
2Lightning SplashInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After you defeat an enemy, deal 2 damage to every enemy that was in that enemy's rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied..Affects only enemies instead of all units
3Unholy KnowledgeMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Change any 1 status die in any adventurer's cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. to a side of your choice.Tenacity cost
(2 → 3), change side instead of rolling
3Dark ExchangeMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Move up to 2 HP from any unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. in rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied. to any other unit in range (may exceed HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. stat).2 HP instead of 1, may affect any units
5Blood MagicMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Each adventurer in play heals to full HP, thenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y. removes light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). equal to the amount of HP healed.Tenacity cost
(4 → 5), remove light fatigue instead of gaining it

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Can you use Dark Exchange to remove the last HP from an enemy unit and defeat it?

Yes.


Can you use the Novice Dark Exchange ability to recover HP?

"Magic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Remove 1 HP from yourself and from any unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. in rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied.. Add both chips to any other unit in range (may exceed HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. stat)."

No, you can't heal yourself using this ability. Since you must remove HP from yourself and another unit, and then apply those chips to any other unit - you are therefore unable to apply those chips to yourself. Note that the Master side of Dark Exchange does allow healing yourself.

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Can I use Combat Dice or Heavy Armor dice to prevent the damage from Lightning Splash?

No, the damage from Lightning Splash is dealt by the Sorcerer AdventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.. Most damage prevention effects (including Combat and Heavy Armor skill dice) specify "When you are dealt damage by an enemyEnemyAll opposing units to the party are considered enemies, regardless of their level....". Therefore, you can't utilize these dice to prevent damage from Lightning Splash as it was dealt by an Adventurer.

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