Sorcerer
Novice
Upgrade: Have Party SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not)+2 enchantments (
)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.
Does the Sorcerer need to have activated all of the enchantments themself?
No, enchantments can be activated by any adventurer.
SourceInnate Ability: If you start your turn in MagicRange: 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 Cost | Name | Ability |
|---|---|---|
| 1 | Power Surge | Spend 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. |
| 2 | Lightning Splash | InterruptInterruptTriggered 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.. |
| 2 | Unholy Knowledge | |
| 3 | Dark Exchange | |
| 4 | Blood Magic |
Master
Innate Ability: If you start your turn in MagicRange: 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 Cost | Name | Ability | Upgrade effect |
|---|---|---|---|
| 1 | Power Surge | Spend 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 |
| 2 | Lightning Splash | InterruptInterruptTriggered 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 |
| 3 | Unholy Knowledge | Tenacity cost (2 → 3), change side instead of rolling | |
| 3 | Dark Exchange | 2 HP instead of 1, may affect any units | |
| 5 | Blood Magic | Tenacity cost (4 → 5), remove light fatigue instead of gaining it |
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?
"MagicRange: 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.
SourceCan 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.
Source