---------------- --- Sorcerer --- ---------------- Start - 2 Power ******************** *** Magic Levels *** ******************** 0g Magic Level 0 - gain 1 action per turn; 8 MP; you may carry up to 2 rings 10g Magic Level 1 - gain 1 action per turn; 13 MP; you may carry up to 3 rings 15g Magic Level 2 - gain 2 actions per turn; 17 MP; you may carry up to 4 rings 30g Magic Level 3 - gain 2 actions per turn; 20 MP; you may carry up to 5 rings ***************** *** Abilities *** ***************** 10g Buzz - gain 1 Power; prerequisite: Magic Level 1 ************* *** Rings *** ************* the spell categories are: electric, energy, air, water, fire, protection, darkness; you start with 2 Power and 0 Levels in each spell category; each ring increases your Power and Level by 1 for the associated spell category, and gives you 2 MP which may only be used for spells or ring powers in that category; ---Electric--- 5g 1st Ring 12g 2nd Ring 19g 3rd Ring ---Energy--- 7g 1st Ring 14g 2nd Ring 22g 3rd Ring ---Air--- 5g 1st Ring 11g 2nd Ring 13g 3rd Ring ---Water--- 2g 1st Ring 12g 2nd Ring 13g 3rd Ring ---Fire--- 5g 1st Ring 9g 2nd Ring 12g 3rd Ring ---Protection--- 6g 1st Ring 8g 2nd Ring 10g 3rd Ring ---Darkness--- 10g 1st Ring 20g 2nd Ring 30g 3rd Ring ************** *** Spells *** ************** you may only use a spell if you have the required level or levels in the correct category(s); each spell is of the types of its applicable categories; *********************** *** Electric Spells *** 4g Shock - Electric Level 0 - pay 1 action, 1 MP: Power/2 damage (round up), 3 range, stun; 8g Arc Lightning - Electric Level 1 - pay 1 action, 2 MP: Power damage, 5 range LOS, any number of times you may spend an extra 1 MP to make this attack another character or barrier within 5 range LOS of the newest target 16g Lightning Bolt - Electric Level 2 - use 1 turn, 2 MP: deal Power damage to any target space on the map ******************* *** Fire Spells *** 3g Sideswipe - Fire Level 0 - pay 1 action, 1 MP: Power damage, 9 range, this attack must turn 90 degrees once on its way to the target, may target anywhere possible to attack 9g Delayed Blast Orb - Fire Level 1 - pay 2 MP: place a blast orb at 0 range, this effect doesn't need to be declared; blast orbs have infinite range LOS hide; pay 1/4 MP at the beginning of each of your turns or the blast orb will explode immediately; if a blast orb is destroyed, it explodes immediately; pay 1/2 MP: any time, make a blast orb you placed explode; pay 1/4 MP: move a blast orb you placed a space, this ability may only be used during your turn and only up to 4 times per turn; when a blast orb explodes: it is destroyed and deals Power+3 damage 1 push back at 0 radius, Power+1 damage 1 push back at 1 radius, Power-1 damage at 2 radius, Power-4 damage at 3 radius; blast orbs may occupy the same spaces as characters, but not walls or barriers; 12g Start Inferno - Fire Level 2 - pay 1 action, 3 MP: infinite range LOS, may target empty spaces, target empty space is now occupied by spreading blaze; each time a character moves onto a space occupied by spreading blaze, it takes Power/2 damage; if a character occupies the same space as spreading blaze at the beginning of its turn, it takes Power/2 damage; at the beginnings of every other of your turns starting with your next turn, if there are occupiable spaces next to your spreading blaze those spaces are now ocuupied by your spreading blaze; if your spreading blaze is adjacent to another blaze, the blaze that deals more damage replaces all the contiguously connected blaze and both become spreading blaze; if a water effect impacts a space occupied by blaze, that blaze is destroyed; ****************** *** Air Spells *** 3g Tunnel Wind - Air Level 0 - pay 1 action, 1 MP: Power-1 push back, 7 range 6g Driven - Air Level 0 - use 1 turn, Power/2 MP: move up to Power+1 spaces; you may only use this ability if currently using rising winds; 10g Invisbreaker - Air Level 1 - pay 3 MP: any time, all invisible or hiding characters or other things within Power*2 range (Power*2 diagonals) are no longer invisible or hiding, and they may not be invisible or hiding until the end of the board 7g Mini-Hurricane - Air Level 1 - 1 MP: you may move each character at or within Power range (Power digonals) a space in any clockwise direction about you if you are above the midpoint of the board, and any counterclockwise direction about you if you are below the midpoint of the board; you may only use this ability if currently using rising winds; 13g Flight - Air Level 2 - 2 MP: you gain flying until end of turn; you may only use this ability if you are using rising winds; ******************** *** Water Spells *** 9g Wave - Water Level 1 - pay 1 action, 2 MP: choose a line of spaces up to Power long including the space you're on, choose a direction perpendicular to that line for the attacks to go in, generate an attack from each of those spaces moving in the chosen direction, each attack deals Power-1 damage 2 push back, each attack travels for a maximum of 8 range, each attack dissipates after hitting a wall or a barrier that it doesn't destroy, each attack loses 2 spaces of travel range each time it hits a barrier or a character; you may only use this ability if you are using rising waters; 7g Flood - Water Level 1 - 1 turn, 3 MP: all other non-levitating characters lose their next turns and take Power/3 damage (round up), each may not otherwise be damaged until it has skipped the turn; you may only use this ability if you are using rising waters; 6g Arctic Waters - Water Level 1 - pay 2 MP: Power/6 damage (round up), 3 range LOS (not blocked by obstacles), if flood is in effect this gains 3 range and does triple damage, this effect may only be used on the same character once in a round; you may only use this ability if you are using rising waters; 5g Dolphin Swim - Water Level 1 - pay X/2 MP: move up to X spaces, you may only use this effect if flood is in effect, this effect may allow you to move during flood, you may not pick up gold this turn 14g Blizzard - Water Level 2 - pay 1 action, X+2 MP: all spaces at or within X range (X-1 diagonals) (not blocked by obstacles) are now occupied by blizzard, 7 range, at the beginnings of your next Power*2 turns, move the blizzard in a random direction (with diagonals) one space, X must be at least 1; if a character moves onto a space with blizard, it takes Power/3 damage (round down); while in blizzard, a character is hidden and blind; at the beginning of each of your turns, all characters in blizzard take 1 damage; the blizzard ends at the end of Power*2 of your turns; ************************* *** Protection Spells *** 5g Defense Field - Protection Level 0 - pay X MP: 6 range LOS, target space or character is now surrounded by a feild with Power+X HP, that space or character may not be targetted, attacked, or moved into until it is destroyed, X must be at least 1, you must pay X/5 MP at the beginning of each of your turns or it will be destroyed, this may target your own space and yourself, 8g Deflection Sheild - Protection Level 1 - pay 1/2 MP: the next Power attacks targetting you are deflected to a target of your choice, the new target must be within the attack's range LOS of you (infinite range LOS if no range), the new target may not be directly back in the direction the attack came from, if there are no viable targets the attack just disappears, this effect ends at the end of your next turn, this effect does not need to be declared 14g Reflection Sheild - Protection Level 2 - 1 MP: just like Deflection Sheild except you may and must deflect the attack in the direction it came from *********************** *** Darkness Spells *** 10g Drain Health - Darkness Level 1 - pay 1 action, 2 MP: Power damage, infinite range, may only target characters, gain HP equal the damage this deals ********************* *** Energy Spells *** 6g Powerbolt - Energy Level 0 - pay 1 action, X MP: (Power/2)+X damage, Power range, X must be at least 1 11g Penetrate - Energy Level 2 - pay 1 action, 1 MP: Power-1 damage, 8 range, not blocked by obstacles ************************** *** Combination Spells *** 12g Zap - Energy Level 1 or Electric Level 1 - pay 2 MP: any time, Power damage, infinite range LOS, this may only be used once per round, lose your next action unless your last action was unused, this is both electric type and energy type 11g Flash Sheild - Energy Level 1 and Protection Level 1 - pay 2 MP: any time, destroy an attack targetting you, this is both protection type and energy type 15g Drain Will - Energy Level 1 and Darkness Level 1 - use 1 turn: infinite range LOS, target character loses up to Power-1 secondary resources and you gain MP equal to how much it loses, this is both energy type and darkness type ******************* *** Ring Powers *** ******************* each ring power may be used once per board per multiple of the number of required rings that you have; 7g Blast Radiance - Fire, Energy - all characters and barriers within infinity range LOS take Power damage Power push back from you 9g Flash Radiance - Electric, Energy - any time, all characters and barriers within infinite range LOS take Power damage 5g Rising Waters - Water - you are now using rising waters, you must pay 1/4 MP at the beginning of each turn or you will no longer be using rising waters 4g Rising Winds - Air - you are now using rising winds, you must pay 1/4 MP at the beginning of each turn or you will no longer be using rising winds 10g Fire Aura - Fire, Protection - you are now using fire aura, this effect will end at the end of your next Power+2 turns, the Power number for this spell is only increased by fire rings and not protection rings, the Power number for this spell will increase by 1/3 for each MP you spend on fire spells while you are using fire aura, while using fire aura, all characters who pass at or within Power/2 range LOS of you take Power/3 damage (round up) when they come into range, at the beginning of each of your turns while using fire aura, all characters within Power/2 range LOS take Power/3 damage (round up) 10g Electric Aura - Electric, Protection - you are now using electric aura, this effect will end at the end of your next Power+2 turns, the Power number for this spell is only increased by electric rings and not protection rings, the Power number for this spell will increase by 1/3 for each MP you spend on electric spells while you are using electric aura, each time you use an electric spell all characters and barriers at or within Power/2 range LOS of you take Power damage 8g Dark Aura - Darkness, Protection - until the end of your next Power*2 turns any character within Power range LOS (ignore obstacles) of you is superblind; while a character is superblind, its controller may not look at the board unless its controller has another character to see with, the controller may not see or target and may not see where they are or which direction they are facing, upon the character's becoming superblind, the other players must choose a random direction for the character to face without telling the controller which was chosen, when moving, the character must choose directions of backward, forward, left, or right and the character moves with push 22g Forcebolt - Energy * 2 - pay X MP: Power+2*X damage, infinite range 28g Death - Darkness * 2 - pay 4 MP: 3 range, target character is killed 30g Nuke - Energy * 2, Electric * 2, Darkness - use 1 turn, 10 MP: infinity range, nuclear type, kill or destroy all characters, walls, and barriers at target space, destroy all money at or within 1 radius, deals 50 damage 20 push back at 1 radius, 30 damage 10 push back at 2 radius, 10 damage 4 push back at 3 radius, 6 damage 2 push back at 4 radius, 3 damage 1 push back at 5 radius, 2 damage at 6 radius, 1 damage at or within infinite radius 19g Tornado o' Destruction - Air, Fire, Darkness - place a tornado o' destruction at target space, 5 range LOS, may and must target empty spaces, at the beginning of each other player's turns, move the tornado o' destruction in a random direction (1 diagonal) twice and destroy whatever is there, at the beginning of each of your turns, move the tornado o' destruction in a random direction three times and in a direction of your choice twice, you may do this in order you want, if a character is within 2 range LOS (ignore obstacles) of a tornado o' destruction at the beginning of their turn they lose their first space of movement and take 10 damage