The Damage and Effects of all Area Effects on you are reduced by 25%.
Often deals 2d8 Spell Damage. Occasionally backfires to Heal for 1d10 HP.
You deal double Damage this Turn. Next Turn, you take double Damage.
Knocks back a chosen Creature 1d4 Squares, then moves you the same number of Squares closer to the Target
Often reduces the AP cost of a chosen Creature’s Talent by 1 for its next Turn. Occasionally backfires to increase the AP cost of the Talent by 1.
Each time you suffer a Critical Failure, your next Check is always a Critical Hit.
Scry an Enemy Creature. Deals 1d12 Spell Damage increased by 10% for every 1 AP spent.
Scry an Enemy Creature. You deal 25% more Damage and gain +2 AC. You lose 1 AP. Effects last while you remain on the Battlefield.
Scry an Enemy Creature. You gain 2 Temporary AP at the start of your next Turn..
You flip towards a chosen Creature and knock it back two Squares, dealing 2d8 Spell Damage. Restores 5% of your Maximum HP.
Conjures a mystical blade of immense power. After two Turns, you automatically expunge this blade, striking the nearest Creature for 1x Weapon Damage for every 1 AP you have at the start of that Turn. If no Creature is in Range, you strike yourself for half this Damage.
Whenever you Scry and the Target intends to Attack on its Turn, you often Stun it for one Turn (DC 12 + Cha Strength Saving Throw). Occasionally backfires to Stun you for one Turn (DC 8 Dexterity Saving Throw).
You purify yourself removing ALL Effects on you from all Sources.
Whenever you Scry, Heal yourself for Your Level in HP.
Deals 2d6 Magical Damage to all Enemy Creatures on the Battlefield regardless of Range or Line of Sight. Enables the Trickster to cast Beta.