Night-Temple Priestess: Difference between revisions

From Eldfall Chronicles
Jump to navigationJump to search
Reevol>WikiImport
Fix Burn and other glossary definitions on unit cards
Synced from local Guildhall data editor
Tag: Manual revert
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
<!-- PAGE: Night-Temple Priestess -->
'''Night-Temple Priestess''' is a unit of the [[:Category:Coalition of Thenion|Coalition of Thenion]] faction in ''Eldfall Chronicles''.
'''Night-Temple Priestess''' is a '''Large'''-sized unit of the [[:Category:Coalition of Thenion|Coalition of Thenion]] faction in ''Eldfall Chronicles''. Classes: [[Mage]] / [[Enchanter]].


{| class="wikitable"
{| style="float:right; clear:right; margin:0 0 1em 1em; border:1px solid #888; background:#f8f4ec; padding:6px; text-align:center; width:220px;"
! STA !! SPD !! OFF !! DEF !! ACC !! INT !! AG !! T !! ARM !! HP !! M
| [[File:Night_Temple_Priestess_portrait.jpg|200px|Night-Temple Priestess]]
|-
| [[:File:Night_Temple_Priestess.pdf|📄 '''PDF profile (A4)''']] <br /><small>[[:File:Night_Temple_Priestess_A5.pdf|A5 booklet]]</small>
|}
 
{| class="wikitable" style="text-align:center;"
! Size !! Classes !! Cost !! Limit !! STA !! SPD !! OFF !! DEF !! ACC !! INT !! AG !! T !! ARM !! HP !! M
|-
|-
| 2 || 5 || 13 || 8 || 8 || 14 || 14 || 12 || 2 || 1 || 8
| Large || [[Mage]] / [[Enchanter]] || 21 || 1 || 2 || 5 || 13 || 8 || 8 || 14 || 14 || 12 || 2 || 1 || 8
|}
|}


== Classes ==
==Classes==
; [[Mage]] : When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters represent mana — the energy used for casting Spells; they pay for Conjuration-type and other powerful Spells. In its Active role, a Mage may convert any number of its Activation Points into the same number of Mana Counters and place them in its personal pool. Mana Counters are cumulative and do not disappear at the end of the turn.
===[[Mage]]===
; [[Enchanter]] : An Enchanter can cast Enchantment-type Spells on allied models without performing a roll.
When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice.  
Mana Counters are a resource that represents mana - the energy required for casting Spells. Mana Counters can be spent to cover the price of Conjuration-type Spells or some other powerful Spells. When in the Active role, a Mage can convert any number of its Activation Points into the corresponding number of Mana Counters (replace Activation Points with Mana Counters) and place them in their personal pool. Mana counters are cumulative and do not disappear at the end of the turn!


== Traits ==
===[[Enchanter]]===
; [[Demon|Demon]] : When this model deals a Wound, the target must perform an M roll. A failed roll causes the target to become [[Panicked]] (State) until the end of the turn. A Critical Hit automatically Panics the target until the end of the turn. This model’s [[Attack]] receives a +4 modifier against a Panicked target. This Trait does not affect models with the Demon Trait.
Enchanters may cast Enchantment-Type Spells on allied models without performing a roll.
; [[Inspiring I|Inspiring I]] : Other allied models within this model’s Awareness and with the same Affiliation gain +6 M.
; [[Affinity (Element)|Affinity (Fire, Profane)]] : This model can cast (Element) [[Spells]]. (For example: Element = Fire, Water, Profane, etc.)


== Skills ==
==Traits==
; [[Charm I/II|Charm II]] : '''I:''' An enemy declaring Reaction against this model must first perform an INT roll. On a failed roll, it may only declare Nothing (Action) until the end of the Activation Sequence.
; [[Demon|Demon]] : When this model deals a Wound to a model, that model must perform a M roll. If failed, the wounded model becomes[[Panicked]] (State) until the end of the turn. If this model scores a Critical Hit, the hit model automatically becomes [[Panicked]] (State) until the end of the turn. This model's Attack receives +4 Modifier when it is declared against a model in the Panicked State. This trait does not work against models with this Trait.
; [[Inspiring|Inspiring]] : Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
; [[Affinity (Element)|Affinity (Fire, Profane)]] : A model with this Trait can cast (Fire, Profane) Spells. (For example: Fire, Profane = fire, water, profane, etc.)


'''II:''' On a failed INT roll, it must also [[Walk]] toward this model for its full SPD (if able) at the end of the Activation Sequence.
==Skills==
; [[Foresight|Foresight I]] : When this model becomes the target of an [[Attack]] in the Reactive Role and did not declare a Reaction during the Reaction Step, it may instead declare a Reaction during the Action Step of the Activation Sequence, after the Active model has declared its Action.
; [[Charm|Charm II]] : On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed
; [[Flight|Flight I]] : The user may enter or cancel the [[Flying]] State during its [[Movement]] Step. In addition, it cannot be affected by Fall Damage. A model cannot enter Flying (State) if it is [[Engaged]] (State).
value (if able) at the end of the Activation Sequence.
; [[Leap|Leap I]] : This model may perform the [[Jump]] [[Special Movement]] as [[Normal Movement]]. While Jumping, its SPD is not halved.
; [[Foresight|Foresight]] : When this model becomes the target of an Attack in the Reactive Role and did not declare a Reaction during the Reaction Step, it may instead declare a Reaction during the Action Step of the Activation Sequence, after the Active model has declared its Action.
; [[Flight|Flight]] : The user may enter or cancel the [[Flying]] state during its Movement step. In addition, it cannot be affected by Fall Damage. A model cannot enter [[Flying]] State if it is [[Engaged]] State.
; [[Leap|Leap]] : This model can perform the Jump Special Movement as if it were a Normal Movement. While performing Jump, its SPD is not halved.


== Spellcrafts ==
==Spellcrafts==
=== Succubi Magic (Level I) ===
===Succubi Magic (Level I)===
{| class="wikitable"
{| class="wikitable"
! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect
! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect
|-
|-
| [[Fiery Fervor]] || I || Fire || Spell, Enchantment, Ranged || — || 16 || 1 || Remove Weakened, Bleeding, Poisoned, Confused, Crippled, Blinded, Immobilized, Panicked, Petrified, Fatigued (States) from the enchanted model. The model gains +2 OFF, DEF.
| [[Agony]] || I || Profane || Spell, Enchantment / Ranged || — || Casting Aura || 1 || The enchanted model must perform an INT roll at the beginning of each Activation or Reaction. On a failed roll, it loses 1 HP, and its Activation or Reaction ends. If a friendly model comes in Base Contact with the Enchanted model, this Enchantment ends.
|-
|-
| [[Unrelenting Zeal]] || I || Fire || Spell, Enchantment, Ranged || — || 16 || 2 || When the enchanted model would suffer a Wound, it may perform a M roll. If successful, that Wound is negated and this Spell ends.
| [[Draining Impulse]] || I || Profane || Spell, Enchantment / Ranged || — || 10 || 1 || [Mana Cost (2)]; The enchanted model receives additional 2 Activation Points in the Active and Reactive role. After this Enchantment is removed, the model becomes [[Fatigued]] (State).
|-
|-
| [[Draining Impulse]] || I || Profane || Spell, Enchantment, Ranged || — || 10 || 1 || '''Mana Cost: 2''' The enchanted model receives additional 2 AP in the Active and Reactive Role. After this Enchantment is removed, the model becomes Fatigued (State).
| [[Fiery Fervor]] || I || Fire || Spell, Enchantment / Ranged || — || 16 || 1 || Remove [[Weakened]], [[Bleeding]], [[Poisoned]], [[Confused]], [[Crippled]], [[Blinded]], [[Immobilized]], [[Panicked]], Petrified, [[Fatigued]] (States) from the model. It also gains +2 OFF, DEF.
|-
|-
| [[Agony]] || I || Profane || Spell, Enchantment, Ranged || — || Casting Aura || 1 || The enchanted model must perform an Intellect roll at the beginning of each Activation or Reaction. On a failed roll, it loses 1 HP and its Activation or Reaction ends. If a friendly model comes in Base Contact with the Enchanted model, this Enchantment ends.
| [[Unrelenting Zeal]] || I || Fire || Spell, Enchantment / Ranged || — || 16 || 2 || When the enchanted model suffers a Wound, it may perform a M roll. If successful, that Wound is prevented and this Spell ends.
|}
|}


== Inventory ==
 
==Inventory==
'''Inventory space:''' 3
 
{| class="wikitable"
{| class="wikitable"
! Item !! PW !! RCH !! STK !! Effect
! Item !! Qty !! Category !! PW !! RCH !! STK !! WGT !! Effect
|-
|-
| Spear || T || 2 || STA || Throwing. (Melee)
| [[Spear]] || 1 || Weapon || T || 2 || STA || 2 || [[Throwing]]
|-
|-
| Succumbing Embrace || T || 0 || STA || Spellbound. (Natural & Melee)
| [[Succumbing Embrace]] || 1 || Weapon || T || 0 || STA || — || [[Spellbound X|Spellbound]] (Life Leech).
|}
|}


== Glossary ==
==Glossary==
; [[Bleeding]] : State. The model must perform a Toughness roll in each of its Strategic phases; a failed roll causes a Wound.
; Bleeding : State. At the start of this model's activation, it loses 1 HP. Removed when the model regains any HP.
; [[Blinded]] : State. The model has no LoS (except to itself) and can only perform Assist, Dodge or Nothing.
; Throwing : An Item with this trait enables a Ranged Attack with RCH equal to the user's T. The STK value can be up to the Quantity of the Item. Upon use, remove QTY of the item equal to the STK, even if the Attack is unsuccessful. If the Attack incapacitates or kills the target model, you can recover the Item by making Base Contact with the target.
; [[Confused]] : State. The model's Offense, Defense, Accuracy, Intellect, Agility and Morale are halved.
; [[Crippled]] : State. The model's Speed and Agility are halved.
; [[Fatigued]] : State. The model cannot regain AP during the Upkeep phase.
; [[Immobilized]] : State. The model cannot perform a Movement, a Special Movement or a Special Action.
; [[Mana Cost (X)]] : Trait. To cast a Spell with this Trait, the caster must spend X Mana Counters.
; [[Panicked]] : State. The model must perform a Morale roll at the start of each of its activations or reactions.
; [[Poisoned]] : State. The model must perform a Toughness roll with a −6 modifier in each of its Strategic phases; a failed roll causes a Wound.
; [[Throwing]] : Trait. The Item allows a Ranged Attack with RCH equal to the user's T.
; [[Weakened]] : State. The model's Toughness is halved and it has −1 Stamina.


----
<small>''Source: Eldfall Chronicles — Guildhall roster; Rulebook v1.6; Northern Wind Spellbook (Feb 2026 errata).''</small>
[[Category:Units]]
[[Category:Units]]
[[Category:Coalition of Thenion]]
[[Category:Coalition of Thenion]]

Latest revision as of 08:38, 26 August 2026

Night-Temple Priestess is a unit of the Coalition of Thenion faction in Eldfall Chronicles.

Night-Temple Priestess
📄 PDF profile (A4)
A5 booklet
Size Classes Cost Limit STA SPD OFF DEF ACC INT AG T ARM HP M
Large Mage / Enchanter 21 1 2 5 13 8 8 14 14 12 2 1 8

Classes

[edit | edit source]

When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters are a resource that represents mana - the energy required for casting Spells. Mana Counters can be spent to cover the price of Conjuration-type Spells or some other powerful Spells. When in the Active role, a Mage can convert any number of its Activation Points into the corresponding number of Mana Counters (replace Activation Points with Mana Counters) and place them in their personal pool. Mana counters are cumulative and do not disappear at the end of the turn!

Enchanters may cast Enchantment-Type Spells on allied models without performing a roll.

Traits

[edit | edit source]
Demon
When this model deals a Wound to a model, that model must perform a M roll. If failed, the wounded model becomesPanicked (State) until the end of the turn. If this model scores a Critical Hit, the hit model automatically becomes Panicked (State) until the end of the turn. This model's Attack receives +4 Modifier when it is declared against a model in the Panicked State. This trait does not work against models with this Trait.
Inspiring
Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
Affinity (Fire, Profane)
A model with this Trait can cast (Fire, Profane) Spells. (For example: Fire, Profane = fire, water, profane, etc.)

Skills

[edit | edit source]
Charm II
On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed

value (if able) at the end of the Activation Sequence.

Foresight
When this model becomes the target of an Attack in the Reactive Role and did not declare a Reaction during the Reaction Step, it may instead declare a Reaction during the Action Step of the Activation Sequence, after the Active model has declared its Action.
Flight
The user may enter or cancel the Flying state during its Movement step. In addition, it cannot be affected by Fall Damage. A model cannot enter Flying State if it is Engaged State.
Leap
This model can perform the Jump Special Movement as if it were a Normal Movement. While performing Jump, its SPD is not halved.

Spellcrafts

[edit | edit source]

Succubi Magic (Level I)

[edit | edit source]
Spell Lvl Element Type PW RCH STK Effect
Agony I Profane Spell, Enchantment / Ranged — Casting Aura 1 The enchanted model must perform an INT roll at the beginning of each Activation or Reaction. On a failed roll, it loses 1 HP, and its Activation or Reaction ends. If a friendly model comes in Base Contact with the Enchanted model, this Enchantment ends.
Draining Impulse I Profane Spell, Enchantment / Ranged — 10 1 [Mana Cost (2)]; The enchanted model receives additional 2 Activation Points in the Active and Reactive role. After this Enchantment is removed, the model becomes Fatigued (State).
Fiery Fervor I Fire Spell, Enchantment / Ranged — 16 1 Remove Weakened, Bleeding, Poisoned, Confused, Crippled, Blinded, Immobilized, Panicked, Petrified, Fatigued (States) from the model. It also gains +2 OFF, DEF.
Unrelenting Zeal I Fire Spell, Enchantment / Ranged — 16 2 When the enchanted model suffers a Wound, it may perform a M roll. If successful, that Wound is prevented and this Spell ends.


Inventory

[edit | edit source]

Inventory space: 3

Item Qty Category PW RCH STK WGT Effect
Spear 1 Weapon T 2 STA 2 Throwing
Succumbing Embrace 1 Weapon T 0 STA — Spellbound (Life Leech).

Glossary

[edit | edit source]
Bleeding
State. At the start of this model's activation, it loses 1 HP. Removed when the model regains any HP.
Throwing
An Item with this trait enables a Ranged Attack with RCH equal to the user's T. The STK value can be up to the Quantity of the Item. Upon use, remove QTY of the item equal to the STK, even if the Attack is unsuccessful. If the Attack incapacitates or kills the target model, you can recover the Item by making Base Contact with the target.