Studious Spellcasters
Spellcasters that gain their magic through intense study and dedication. Their craft is more science than art.
If you took damage last turn, your Sorcery abilities have disadvantage. If you didn't take damage last turn, your Sorcery abilities have advantage.
A hero may choose to have an attack miss if they allow the rot to decay one of their skills by 1 (reduce a skill by 1 until a safe rest, to a minimum of -1).
- •Cleaver.1d4.
On hit: Poisoned for 1 minute.
- •Sorcery.4d12.
Range: 4. You may attack a 3 by 3 area instead (twice).
- •Potion.
Reaction after using Sorcery's last optional ability: Restore 2d4+2 HP or one use of Sorcery's optional ability.
Heroes may choose to have an attack miss them if they offer up the memory of someone they know and forget them completely (the person they're forgetting must have been mentioned beforehand).
- •Blade.2d12+4.
After attacking, teleport 2.
- •Sorcery.5d4.
Range: 8. On hit: You may increase the damage by 5d4 (once).
- •Liquid-Metal Shield (once).
Gain Heavy Armor until the end of your next turn.
- •Potion (twice).
Restore 4d8+8 HP or regain all uses of a single (once) ability.
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
- •Tinker (Three times).
Secretly (can be revealed with an Assess) deploy two landmines within Reach: 4. These landmines occupy a square and deal 2d20 fire damage to a creature that enters their square.
- •Sorcery.10d4.
Range: 6. You may teleport 12 afterwards (once) or deal the damage to creatures within Reach: 2 of the target (once).
- •Potion (once).
Heal 10d8+16 or restore all uses of other (once) actions.
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
- •Sorcery ×4.2d8.
Range: 6. Each attack must target a different foe.
- •Greater Sorcery ×4 (once).3d8.
Range: 8. Each attack must target a different foe.
- •Greatest Sorcery (once, only while Bloodied).
Use Greater Sorcery and then Sorcery.
Heroes may choose to have an attack miss them if they offer up the memory of someone they know and forget them completely (the person they're forgetting must have been mentioned beforehand).
- •Dance.
Increase your movement speed by 6 and your primary die rolls by 1 until the start of your next turn.
- •Blade.3d7+3.
On hit: teleport 1.
- •Sorcery.5d7.
Range: 4. You may increase damage by 5d7 (once).
- •Liquid-Metal Shield (three times).
Gain Heavy Armor until the end of your next turn.
To roll a d7: roll a d8, reroll and disregard if an 8.
Heroes may choose to have an attack miss them if they allow an item they're carrying to be burned to nothing and the memory of someone they know to be erased and completely forgotten.
- •Blade.
Teleport 6, attack for 1d8+14, then teleport 2.
- •Close Sorcery.
Attack all creatures within Reach: 1 for 1d12+14, then teleport 2.
- •Distant Sorcery.
Teleport 2, then make two attacks within Range: 6 for 1d6+5.
- •Dance of the Metal Inferno (Once, only while Bloodied).
Attack all creatures within Reach: 12 for 8d12. You provoke attacks of opportunities from heroes within Reach 12.
When The Dancer is reduced to 125 HP, he is bloodied. They will use their Dance of the Metal Inferno next turn.
The Dancer is dying! 125 more damage and they're dead. They can use their Dance of the Metal Inferno without limits, but lose their heavy armor.