Night-Temple Priestess: Difference between revisions

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'''Night-Temple Priestess''' is a unit of the [[:Category:Coalition of Thenion|Coalition of Thenion]] faction in ''Eldfall Chronicles''.
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'''Night-Temple Priestess''' is a '''Large'''-sized unit of the [[:Category:Coalition of Thenion|Coalition of Thenion]] faction in ''Eldfall Chronicles''. Classes: [[Mage]] / [[Enchanter]].


{| style="float:right; clear:right; margin:0 0 1em 1em; border:1px solid #888; background:#f8f4ec; padding:6px; text-align:center; width:220px;"
{| class="wikitable"
| [[File:Night_Temple_Priestess_portrait.jpg|200px|Night-Temple Priestess]]
! STA !! SPD !! OFF !! DEF !! ACC !! INT !! AG !! T !! ARM !! HP !! M
|-
| [[:File:Night_Temple_Priestess.pdf|📄 '''PDF profile (A4)''']] <br /><small>[[:File:Night_Temple_Priestess_A5.pdf|A5 booklet]]</small>
|}
 
{| class="wikitable" style="text-align:center;"
! 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
| 2 || 5 || 13 || 8 || 8 || 14 || 14 || 12 || 2 || 1 || 8
|}
|}


==Classes==
== Classes ==
===[[Mage]]===
; [[Mage]] : When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters represent mana the energy used for casting Spells; they pay for Conjuration-type and other powerful Spells. In its Active role, a Mage may convert any number of its Activation Points into the same number of Mana Counters and place them in its personal pool. Mana Counters are cumulative and do not disappear at the end of the turn.
When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice.  
; [[Enchanter]] : An Enchanter can cast Enchantment-type Spells on allied models without performing a roll.
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!


===[[Enchanter]]===
== Traits ==
Enchanters may cast Enchantment-Type Spells on allied models without performing a roll.
; [[Demon|Demon]] : When this model deals a Wound, the target must perform an M roll. A failed roll causes the target to become [[Panicked]] (State) until the end of the turn. A Critical Hit automatically Panics the target until the end of the turn. This model’s [[Attack]] receives a +4 modifier against a Panicked target. This Trait does not affect models with the Demon Trait.
; [[Inspiring I|Inspiring I]] : Other allied models within this model’s Awareness and with the same Affiliation gain +6 M.
; [[Affinity (Element)|Affinity (Fire, Profane)]] : This model can cast (Element) [[Spells]]. (For example: Element = Fire, Water, Profane, etc.)


==Traits==
== Skills ==
; [[Demon|Demon]] : When this model deals a Wound to a model, that model must perform a M roll. If failed, the wounded model becomes[[Panicked]] (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.
; [[Charm I/II|Charm II]] : '''I:''' An enemy declaring Reaction against this model must first perform an INT roll. On a failed roll, it may only declare Nothing (Action) until the end of the Activation Sequence.
; [[Inspiring|Inspiring]] : Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
; [[Affinity (Element)|Affinity (Fire, Profane)]] : A model with this Trait can cast (Fire, Profane) Spells. (For example: Fire, Profane = fire, water, profane, etc.)


==Skills==
'''II:''' On a failed INT roll, it must also [[Walk]] toward this model for its full SPD (if able) at the end of the Activation Sequence.
; [[Charm|Charm II]] : On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed
; [[Foresight|Foresight I]] : 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.
value (if able) at the end of the Activation Sequence.
; [[Flight|Flight I]] : 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).
; [[Foresight|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.
; [[Leap|Leap I]] : This model may perform the [[Jump]] [[Special Movement]] as [[Normal Movement]]. While Jumping, its SPD is not halved.
; [[Flight|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|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==
== Spellcrafts ==
===Succubi Magic (Level I)===
=== Succubi Magic (Level I) ===
{| class="wikitable"
{| class="wikitable"
! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect
! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect
|-
|-
| [[Agony]] || I || Profane || Spell, Enchantment / 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.
| [[Fiery Fervor]] || I || Fire || Spell, Enchantment, Ranged || || 16 || 1 || Remove Weakened, Bleeding, Poisoned, Confused, Crippled, Blinded, Immobilized, Panicked, Petrified, Fatigued (States) from the enchanted model. The model gains +2 OFF, DEF.
|-
|-
| [[Draining Impulse]] || I || Profane || Spell, Enchantment / 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).
| [[Unrelenting Zeal]] || I || Fire || Spell, Enchantment, Ranged || || 16 || 2 || When the enchanted model would suffer a Wound, it may perform a M roll. If successful, that Wound is negated and this Spell ends.
|-
|-
| [[Fiery Fervor]] || I || Fire || Spell, Enchantment / Ranged || - || 16 || 1 || Remove [[Weakened]], [[Bleeding]], [[Poisoned]], [[Confused]], [[Crippled]], [[Blinded]], [[Immobilized]], [[Panicked]], Petrified, [[Fatigued]] (States) from the model. It also gains +2 OFF, DEF.
| [[Draining Impulse]] || I || Profane || Spell, Enchantment, Ranged || || 10 || 1 || '''Mana Cost: 2''' The enchanted model receives additional 2 AP in the Active and Reactive Role. After this Enchantment is removed, the model becomes Fatigued (State).
|-
|-
| [[Unrelenting Zeal]] || I || Fire || Spell, Enchantment / 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.
| [[Agony]] || I || Profane || Spell, Enchantment, Ranged || || Casting Aura || 1 || The enchanted model must perform an Intellect 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 ==
==Inventory==
'''Inventory space:''' 3
 
{| class="wikitable"
{| class="wikitable"
! Item !! Qty !! Category !! PW !! RCH !! STK !! WGT !! Effect
! Item !! PW !! RCH !! STK !! Effect
|-
|-
| [[Spear]] || 1 || Weapon || T || 2 || STA || 2 || [[Throwing]]
| Spear || T || 2 || STA || Throwing. (Melee)
|-
|-
| [[Succumbing Embrace]] || 1 || Weapon || T || 0 || STA || — || [[Spellbound X|Spellbound]] (Life Leech).
| Succumbing Embrace || T || 0 || STA || Spellbound. (Natural & Melee)
|}
|}


==Glossary==
== Glossary ==
; Bleeding : State. At the start of this model's activation, it loses 1 HP. Removed when the model regains any HP.
; [[Bleeding]] : State. The model must perform a Toughness roll in each of its Strategic phases; a failed roll causes a Wound.
; Blinded : State. The model suffers −4 to all Attack modifiers and cannot use Ranged Attacks.
; [[Blinded]] : State. The model has no LoS (except to itself) and can only perform Assist, Dodge or Nothing.
; Confused : State. The model cannot declare Actions voluntarily. At the start of its activation, roll a die: on 4+ it acts normally; otherwise it performs a random Action.
; [[Confused]] : State. The model's Offense, Defense, Accuracy, Intellect, Agility and Morale are halved.
; Crippled : State. The model's SPD is halved (round up). Removed when the model regains any HP.
; [[Crippled]] : State. The model's Speed and Agility are halved.
; Fatigued : State. The model has 0 Activation Points for the rest of the round.
; [[Fatigued]] : State. The model cannot regain AP during the Upkeep phase.
; Immobilized : State. The model cannot move or be moved voluntarily.
; [[Immobilized]] : State. The model cannot perform a Movement, a Special Movement or a Special Action.
; Panicked : State. The model must move directly away from the nearest enemy at full SPD during its activation and cannot declare Attacks.
; [[Mana Cost (X)]] : Trait. To cast a Spell with this Trait, the caster must spend X Mana Counters.
; Poisoned : State. At the start of this model's activation, it loses 1 HP unless it passes a STA roll.
; [[Panicked]] : State. The model must perform a Morale roll at the start of each of its activations or reactions.
; Spellbound : —
; [[Poisoned]] : State. The model must perform a Toughness roll with a −6 modifier in each of its Strategic phases; a failed roll causes a Wound.
; Throwing : This weapon can be used as a Ranged Attack with RCH equal to its Melee RCH. After use it returns to the model's Inventory.
; [[Throwing]] : Trait. The Item allows a Ranged Attack with RCH equal to the user's T.
; Weakened : State. The model suffers −2 to all Attack modifiers.
; [[Weakened]] : State. The model's Toughness is halved and it has −1 Stamina.


----
<small>''Source: Eldfall Chronicles — Guildhall roster; Rulebook v1.6; Northern Wind Spellbook (Feb 2026 errata).''</small>
[[Category:Units]]
[[Category:Units]]
[[Category:Coalition of Thenion]]
[[Category:Coalition of Thenion]]

Revision as of 10:00, 15 July 2026

Night-Temple Priestess is a Large-sized unit of the Coalition of Thenion faction in Eldfall Chronicles. Classes: Mage / Enchanter.

STA SPD OFF DEF ACC INT AG T ARM HP M
2 5 13 8 8 14 14 12 2 1 8

Classes

Mage
When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters represent mana — the energy used for casting Spells; they pay for Conjuration-type and other powerful Spells. In its Active role, a Mage may convert any number of its Activation Points into the same number of Mana Counters and place them in its personal pool. Mana Counters are cumulative and do not disappear at the end of the turn.
Enchanter
An Enchanter can cast Enchantment-type Spells on allied models without performing a roll.

Traits

Demon
When this model deals a Wound, the target must perform an M roll. A failed roll causes the target to become Panicked (State) until the end of the turn. A Critical Hit automatically Panics the target until the end of the turn. This model’s Attack receives a +4 modifier against a Panicked target. This Trait does not affect models with the Demon Trait.
Inspiring I
Other allied models within this model’s Awareness and with the same Affiliation gain +6 M.
Affinity (Fire, Profane)
This model can cast (Element) Spells. (For example: Element = Fire, Water, Profane, etc.)

Skills

Charm II
I: An enemy declaring Reaction against this model must first perform an INT roll. On a failed roll, it may only declare Nothing (Action) until the end of the Activation Sequence.

II: On a failed INT roll, it must also Walk toward this model for its full SPD (if able) at the end of the Activation Sequence.

Foresight I
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 I
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 I
This model may perform the Jump Special Movement as Normal Movement. While Jumping, its SPD is not halved.

Spellcrafts

Succubi Magic (Level I)

Spell Lvl Element Type PW RCH STK Effect
Fiery Fervor I Fire Spell, Enchantment, Ranged 16 1 Remove Weakened, Bleeding, Poisoned, Confused, Crippled, Blinded, Immobilized, Panicked, Petrified, Fatigued (States) from the enchanted model. The model gains +2 OFF, DEF.
Unrelenting Zeal I Fire Spell, Enchantment, Ranged 16 2 When the enchanted model would suffer a Wound, it may perform a M roll. If successful, that Wound is negated and this Spell ends.
Draining Impulse I Profane Spell, Enchantment, Ranged 10 1 Mana Cost: 2 The enchanted model receives additional 2 AP in the Active and Reactive Role. After this Enchantment is removed, the model becomes Fatigued (State).
Agony I Profane Spell, Enchantment, Ranged Casting Aura 1 The enchanted model must perform an Intellect 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

Item PW RCH STK Effect
Spear T 2 STA Throwing. (Melee)
Succumbing Embrace T 0 STA Spellbound. (Natural & Melee)

Glossary

Bleeding
State. The model must perform a Toughness roll in each of its Strategic phases; a failed roll causes a Wound.
Blinded
State. The model has no LoS (except to itself) and can only perform Assist, Dodge or Nothing.
Confused
State. The model's Offense, Defense, Accuracy, Intellect, Agility and Morale are halved.
Crippled
State. The model's Speed and Agility are halved.
Fatigued
State. The model cannot regain AP during the Upkeep phase.
Immobilized
State. The model cannot perform a Movement, a Special Movement or a Special Action.
Mana Cost (X)
Trait. To cast a Spell with this Trait, the caster must spend X Mana Counters.
Panicked
State. The model must perform a Morale roll at the start of each of its activations or reactions.
Poisoned
State. The model must perform a Toughness roll with a −6 modifier in each of its Strategic phases; a failed roll causes a Wound.
Throwing
Trait. The Item allows a Ranged Attack with RCH equal to the user's T.
Weakened
State. The model's Toughness is halved and it has −1 Stamina.

Source: Eldfall Chronicles — Guildhall roster; Rulebook v1.6; Northern Wind Spellbook (Feb 2026 errata).