Night-Temple Priestess

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Night-Temple Priestess is a unit of the Coalition of Thenion faction in Eldfall Chronicles.

Night-Temple Priestess
πŸ“„ PDF profile (A4)
A5 booklet
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

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

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

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

Succubi Magic (Level I)

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.
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).
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.
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.


Inventory

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 β€” Spellbound (Life Leech).

Glossary

Bleeding
State. At the start of this model's activation, it loses 1 HP. Removed when the model regains any HP.
Blinded
State. The model suffers βˆ’4 to all Attack modifiers and cannot use Ranged Attacks.
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.
Crippled
State. The model's SPD is halved (round up). Removed when the model regains any HP.
Fatigued
State. The model has 0 Activation Points for the rest of the round.
Immobilized
State. The model cannot move or be moved voluntarily.
Panicked
State. The model must move directly away from the nearest enemy at full SPD during its activation and cannot declare Attacks.
Poisoned
State. At the start of this model's activation, it loses 1 HP unless it passes a STA roll.
Spellbound
β€”
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.
Weakened
State. The model suffers βˆ’2 to all Attack modifiers.