Magical items - Amazon S3(20 AP, Rarity 2) Whenever the Bearer casts a Spell, all “1” on their...

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I IIDrakerys Magical items

Magical items

Magical itemsDrakerys

Since Athora’ awakening, magic has returned to Drakerys. The essence of magic can take several forms and one of the most powerful of all is impregnation. Many items have thus been impregnated with magic. These rare items are powerful and coveted.

1) Rules of attribution

During the Recruitment of your Army, you can choose to grant the Heroes in your Army with Magical Items. A single Hero can only be granted one Magical Item. They then become the Bearer of this Magical Item. Every Magical Item has a Cost in Army Points and a Rarity Value counting in the Strategic Value of your Army. A single Magical Item can only be present once in an Army.

2) List of the Magical Items

Ring of Blades Control (25 AP, Rarity 1)Every time the Bearer is the target of an Attack, the owner of the Enemy Unit rerolls once every Success on their Attack Roll.

Purple Acanthus Berries (5 AP, Rarity 0)This Magical Item can be used once per Game, at the start of the Bearer’s Unit Activation, if the Bearer is Free. In such a case, the Unit heals all its Wounds, which are removed.

Banner of Bravery (5 AP, Rarity 0)The Combined Charge Actions made by the Bearer’s Unit cost 3 TS instead of 5 TS.

Boots of Speed (5 AP, Rarity 2)The Bearer is granted a +5 cm Bonus when Marching.

Magical Shield (15 AP, Rarity 0)The Bearer is granted a +1 Resistance Bonus.

Conch of Domination (15 AP, Rarity 2)The Bearer is granted the Skill Charisma.

Magical Sword (30 AP, Rarity 1)The Bearer is granted a +2 Power Bonus.

Mask of Terror (10 AP, Rarity 1)The Bearer is granted the Skill Dreadful.

Scroll of Restoration (15 AP, Rarity 0)This Magical Item can be used once per Game, at the start of the Bearer’s Activation. In such a case, turn over one Exhausted Vortex onto its non-exhausted side. It can thus be used again to invoke an Elemental.

Pendant of Power (20 AP, Rarity 2)Whenever the Bearer casts a Spell, all “1” on their Spell Roll can be rerolled once.

Gemstone of Absorption (15 AP, Rarity 0)This Magical Item can be used once per Game, just after an Enemy Wizard within 50 cm of the Bearer made a Spell Roll. In such a case, cancel 2 Successes from this Roll.

Potion of Strength (10 AP, Rarity 0)This Magical Item can be used once per Game, at the start of the Bearer’s Unit Activation. The Bearer gains +2 Strength bonus until the end of the Round.

Rune of Primal Spell (20 AP, Rarity 1)When assigning this Magical Item, select one Spell with a cost of either 1 Water Mana, 1 Earth Mana, 1 Fire Mana or 1 Air Mana. This Spell shall then be contained within the Magical Item. When the Bearer Activates, once per game, they can make a Special Action that costs 1 TS. The Spell is then automatically cast with the Level corresponding to 1 Success. Besides, the Bearer is then considered as a Wizard casting the Spell for all the effects thereto.

Talisman of Camouflage (10 AP, Rarity 1)Whenever the Bearer’s Unit is the Target of a Shot, the Enemy Unit suffers a -1 Shooting Penalty.

Tiara of the Arcane (5 AP, Rarity 1)When choosing the Bearer’s Spells, you may choose one extra Spell.

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