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- Hexer
- Starting Gear: Robes
- Starting Abilities: Hexers begin with 30 mana.
- Hex (20): A target opponent has a 20% chance to completely fail any action they take, even moving, and is treated as a critical failure.
- Perk 1:
- Gravity Orb (25): Hurls a slow moving ball of dark energy that can be placed in a space for 4 turns and draws in enemies through gravity, slowing them down, making them heavier, and deals light damage over time while under it's effect; explodes and deals massive damage if it hits the target.
- +30 Mana
- Perk 2:
- Mana Drain: The Hexer drains 30 mana from a nearby, or Hexed enemy.
- Hex of Speed, Strength, and Dexterity (30): The user chooses either Speed, strength, or Dexterity, and the targeted enemy or ally has their Speed, Strength, or Dexterity cut by 1/3. Meaning they are 1/3 slower, or 1/3 less strong, or 1/3 less dexterous (Ability to hit with melee/range.)
- Perk 3:
- Twisted Barricade:(50 Mana, 10 per turn, and requires blood to activate.) Creates a warped, hexed environment around the Hexer where all incoming attacks from enemies, projectile or melee, take a 33% chance to fail instantly and completely miss their target and are treated as a critical failure.
- +30 Mana
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