Night-Temple Priestess: Difference between revisions
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! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect | ! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect | ||
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| [[ | | [[Fiery Fervor]] || I || Fire || Spell, Enchantment, Succubi Magic, Ranged || — || 16 || 1 || Remove [[Weakened]], [[Bleeding]], [[Poisoned]], [[Confused]], [[Crippled]], [[Blinded]], [[Immobilized]], [[Panicked]], Petrified, [[Fatigued]] (States) from the model. It also gains +2 OFF, DEF. | ||
|- | |- | ||
| [[ | | [[Unrelenting Zeal]] || I || Fire || Spell, Enchantment, Succubi Magic, Ranged || — || 16 || 2 || When the enchanted model suffers a Wound, it may perform a M roll. If successful, that Wound is prevented and this Spell ends. | ||
|- | |- | ||
| [[ | | [[Draining Impulse]] || I || Profane || Spell, Enchantment, Succubi Magic, Ranged || — || 10 || 1 || [Mana Cost (2)]; The enchanted model receives additional 2 Activation Points in the Active and Reactive role. After this Enchantment is removed, the model becomes [[Fatigued]] (State). | ||
|- | |- | ||
| [[ | | [[Agony]] || I || Profane || Spell, Enchantment, Succubi Magic, Ranged || — || Casting Aura || 1 || The enchanted model must perform an INT roll at the beginning of each Activation or Reaction. On a failed roll, it loses 1 HP, and its | ||
Activation or Reaction ends. If a friendly model comes in Base Contact with the Enchanted model, this Enchantment ends. | |||
|} | |} | ||
Latest revision as of 09:22, 27 July 2026
Night-Temple Priestess is a unit of the Coalition of Thenion faction in Eldfall Chronicles.
| Size | Classes | Cost | Limit | STA | SPD | OFF | DEF | ACC | INT | AG | T | ARM | HP | M |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Large | Mage / Enchanter | 21 | 1 | 2 | 5 | 13 | 8 | 8 | 14 | 14 | 12 | 2 | 1 | 8 |
Classes
[edit | edit source]Mage
[edit | edit source]When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters are a resource that represents mana - the energy required for casting Spells. Mana Counters can be spent to cover the price of Conjuration-type Spells or some other powerful Spells. When in the Active role, a Mage can convert any number of its Activation Points into the corresponding number of Mana Counters (replace Activation Points with Mana Counters) and place them in their personal pool. Mana counters are cumulative and do not disappear at the end of the turn!
Enchanters may cast Enchantment-Type Spells on allied models without performing a roll.
Traits
[edit | edit source]- Demon
- When this model deals a Wound to a model, that model must perform a M roll. If failed, the wounded model becomesPanicked (State) until the end of the turn. If this model scores a Critical Hit, the hit model automatically becomes Panicked (State) until the end of the turn. This model's Attack receives +4 Modifier when it is declared against a model in the Panicked State. This trait does not work against models with this Trait.
- Inspiring
- Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
- Affinity (Fire, Profane)
- A model with this Trait can cast (Fire, Profane) Spells. (For example: Fire, Profane = fire, water, profane, etc.)
Skills
[edit | edit source]- Charm II
- On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed
value (if able) at the end of the Activation Sequence.
- Foresight
- When this model becomes the target of an Attack in the Reactive Role and did not declare a Reaction during the Reaction Step, it may instead declare a Reaction during the Action Step of the Activation Sequence, after the Active model has declared its Action.
- Flight
- The user may enter or cancel the Flying state during its Movement step. In addition, it cannot be affected by Fall Damage. A model cannot enter Flying State if it is Engaged State.
- Leap
- This model can perform the Jump Special Movement as if it were a Normal Movement. While performing Jump, its SPD is not halved.
Spellcrafts
[edit | edit source]Succubi Magic (Level I)
[edit | edit source]| Spell | Lvl | Element | Type | PW | RCH | STK | Effect |
|---|---|---|---|---|---|---|---|
| Fiery Fervor | I | Fire | Spell, Enchantment, Succubi Magic, Ranged | — | 16 | 1 | Remove Weakened, Bleeding, Poisoned, Confused, Crippled, Blinded, Immobilized, Panicked, Petrified, Fatigued (States) from the model. It also gains +2 OFF, DEF. |
| Unrelenting Zeal | I | Fire | Spell, Enchantment, Succubi Magic, Ranged | — | 16 | 2 | When the enchanted model suffers a Wound, it may perform a M roll. If successful, that Wound is prevented and this Spell ends. |
| Draining Impulse | I | Profane | Spell, Enchantment, Succubi Magic, Ranged | — | 10 | 1 | [Mana Cost (2)]; The enchanted model receives additional 2 Activation Points in the Active and Reactive role. After this Enchantment is removed, the model becomes Fatigued (State). |
| Agony | I | Profane | Spell, Enchantment, Succubi Magic, Ranged | — | Casting Aura | 1 | The enchanted model must perform an INT roll at the beginning of each Activation or Reaction. On a failed roll, it loses 1 HP, and its
Activation or Reaction ends. If a friendly model comes in Base Contact with the Enchanted model, this Enchantment ends. |
Inventory
[edit | edit source]Inventory space: 3
| Item | Qty | Category | PW | RCH | STK | WGT | Effect |
|---|---|---|---|---|---|---|---|
| Spear | 1 | Weapon | T | 2 | STA | 2 | Throwing |
| Succumbing Embrace | 1 | Weapon | T | 0 | STA | — | Spellbound (Life Leech). |
Glossary
[edit | edit source]- Bleeding
- State. At the start of this model's activation, it loses 1 HP. Removed when the model regains any HP.
- Throwing
- An Item with this trait enables a Ranged Attack with RCH equal to the user's T. The STK value can be up to the Quantity of the Item. Upon use, remove QTY of the item equal to the STK, even if the Attack is unsuccessful. If the Attack incapacitates or kills the target model, you can recover the Item by making Base Contact with the target.