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Stormbende Attack: Auto hit: 1 damage and inflict frostbite.

Effect: Gain 1 Aether


Traits: Effect: If a character is already inflicted with
Aether sprite: You have a bound elemental. At frostbite, they become winded.
the start of any combat, summon it in range 3.
The Sprite is a Summon that is intangible and has Infuse 2: CRYOTIC
flying. It can take no actions on its own, but can Becomes Cross 2, Range 6 and gains area effect:
fly 4 at the start of your turn. If your sprite is in Inflict frostbite. Characters already inflicted with
range 4 of you, your abilities can be made from frostbite become winded.
either their space or your space, even actions that
have a range of self. Talent
I. Terrain effect: If this ability targets a
Your sprite counts as a character for Chain winded character, create an Edge under them
Reaction. after the ability resolves.
II. Cryotic becomes infuse x, cross x, range 6,
Tumult: When you infuse a spell, your sprite where x is the amount of Aether infused.
releases a burst of stormy aether as a blast x area
around itself, where x is the amount of aether Master Talent: AHA
spent. Yourself or allies in the area can fly x as an Infuse X: AHAB
effect, and enemies are inflicted with frostbite, or Pierce
take x magic damage if they already have Line 3X
frostbite. Attack: Autohit: Character takes light damage
Pelagic Rage: If you start your turn at 6 Aether, and inflicted with frostbite. If they are already
you summon a huge tidal wave that washes over frosbitten, they become winded.
the battlefield, submerging it in water. You and all Effect: The attack target is impaled with an icy
allies gain flying until the end of the next round harpoon, then shoved along the line as far as
and the entire battlefield becomes difficult and possible towards the caster, phasing through all
dangerous terrain for the same duration, which terrain and characters. Characters they are
flying characters ignore. At the end of the dragged through are inflicted with frostbite and
triggering turn, reduce your Aether to 0. shoved 1 to either side.
Spell Gale: If you catch yourself in your own Area effect: Inflict frostbite
area attacks, you are immune to their damage and
can fly to any space in the affected area after the DAGON
attack resolves. Heavy Ranged magic attack
Summon, Pierce
New edge rule (replaces Edge update in
Chanter): Edge - Represents a cliff, pit, deep Attack: Summon a freezing watery ball from
water, etc. Flying characters can move over an the depths. Create a line 6 area from the ball and
edge normally. Non-flying characters treat Edges you become slow (ongoing). At the start of your
as difficult terrain, and if they end any turn with next turn, the ball shoots out along that line,
their whole space over an Edge, they fall in and slamming into the first character other than you
are left clinging to the precipice. Place them inside and making the following attack, then this effect
the Edge area adjacent to the closest non-Edge ends and the ball disperses.
space. The only voluntary movement they can On hit: Deal critical damage and inflict frostbite.
make while clinging on is to spend their standard If a character already has frostbite, that character
move to exit the Edge, placing them in the nearest becomes winded.
available non-Edge space. Characters that are
clinging on also have height disadvantage. Infuse 2: TRITON
If you’re standing in the line when it goes off,
CRYO increase the line size to 10
Light Ranged Magic Attack
Range 6

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Talent this ability, and the start of your turns, Tsunami


I. When you summon the ball, you may shove moves 5 spaces in that direction in a straight line.
characters adjacent to the line area 1 space
into the area Any non-flying characters in Tsunami when it
II. After summoning Dagon, it remains at the end moves are dragged with it, shoving them. If they
of its attack area until you use this ability are blocked by obstructions, they collide, which
again. The area around it becomes an Edge. could cause Tsunami to move on without them.

Master: DEEP WATER CURS All your Tsunamis disappear if you use this ability
Dagon’s area of effect becomes an Edge until it again, or they reach an edge of the map.
goes off
Infuse (1 Aether): STORMLASH
Redirect Tsunami (do not summon a new one).
TAILWIND
1 action
Talent
Terrain Effect: Summon a tailwind in a free I. You and your summons are unaffected by
space in range 3. Characters inside the tailwind Tsunami, and while inside Tsunami have
gain cover and flying. cover.
II. Characters that collide due to Tsunami
If there are no characters in a tailwind at the start additionally take light damage and are winded
of any of your turns, it grows to a blast 1 area for
the rest of combat. Master: LEGENDARY STOR
Tsunami washes over all terrain regardless of
If you summon a new tailwind, the old one height, moves up to 8 spaces instead of a flat 5,
disappears. and also affects flying foes.

Infuse (2 Aether): Great Breeze Heave-ho


Tailwind grows immediately to a blast 1 area. Interrupt

Talent Interrupt:
I. Your own and allies attacks from inside a Trigger: A foe damages you, or an ally adjacent
tailwind inflict frostbite on hit. to your or a summon you control with an attack or
II. You don’t count as being in the area for ability
tailwind growing in size Effect: After the triggering action resolves, a
wave batters your target, in a close blast 1 area
Master: VICIOUS GAL around you or your summon. Foes caught in the
When an hostile characters ends their turn inside area take fray damage and are shoved 1. Allies
a tailwind, you can shove them 3 in any direction. caught in the area don’t take damage and can fly 1
Collide: character must save or become stunned. as an effect.

TSUNAMI Talent
2 Actions I. If only one foe is caught in the area of wave,
shove 3 instead
Terrain Effect: Summon a huge swell of II. If you don’t use this interrupt, gain another
elemental water from any visible edge of the map. use of it (you can stock up to 3 uses)
The area is a blast 1 terrain effect that is difficult
and dangerous terrain. Terrain of height 1 or Master: DEEPWRAT
higher is excluded from its area. Infuse X: DEEPWRATH
Increase the shove and flight from Heave-Ho by X
When you summon Tsunami, pick a compass spaces. Collide: foe is also stunned.
direction (north south east west). When you use
Watery Doom

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1 action, mark When you take this ability, choose one of the
following effects, which is active for the rest of
Mark: Mark a foe or ally in range 5. combat:
At the end of that character’s turn, teleport them
to any space in or adjacent to you, a summon, or a - Frost storm: Your area is difficult terrain for
terrain effect you control. They may then save to foes, even for flying characters, and foes that
clear the mark, ending it on a success. end their turn in your area are inflicted with
frostbite. Frostbitten characters are winded.
Talent - Battering storm: The area of your storm is
I. While marked, your character treats all cover for allies and difficult terrain for foes. At
difficult terrain as dangerous terrain the start of your turn, you may shove all
II. When the character fails a saving throw while characters in your area 1 space in any direction
under this mark, they take fray damage. - Lightning storm: The area of your storm is
dangerous terrain for foes. At the start of your
Master: THE LOCKE turn, roll a d6 for each character in your storm.
On a 5 or a 6, they are struck by a lightning
Instead of teleporting the marked character at the bolt, taking 3 godly damage and becoming
end of their turn, you can freeze them into an electrified.
elden frost pillar. Remove them from the - Raging storm: While in Elemental form, your
battlefield until the start of their next turn, when abilities gain slay: gain 1 Aether, and you may
the frost thaws. The space they occupied becomes move diagonally.
impassable terrain until then. A character may
save to immediately avoid this effect and end the Master: Djinn of the Four Winds:
mark instead of at the end of their turn. While in Elemental, all four effects are active at
once.

Limit Break:
Elementa
5 resolve
Free action, stance

Combine with your sprite and become an


elemental being.

While in this stance, you teleport to your sprite’s


space and merge with them, replacing both of you
with an Elemental form. This stance automatically
refreshes at the start of your turn and ends if you
exit it, are defeated, or leave combat. Resummon
your sprite if you exit this stance.

While you are an Elemental:


- You are a flying, phasing, blast 2 area effect as
well as a character.
- Your tumult trait now triggers around your
space instead of your sprite’s.
- You have resistance to all damage and are
unstoppable.

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