Read The Heart of Fire Online

Authors: Michael J. Ward

Tags: #Fantasy

The Heart of Fire (144 page)

Surefooted (mo)
: You may re-roll all of your hero’s speed dice. You must accept the result of the second roll.
Surefooted
can
only be used once per combat.

Surge (co)
: A powerful attack that increases your
magic
score by 3. However, in the next combat round you must lower your
speed
by 1.
This ability can only be used once per combat.

Stun (sp)
: (see
Webbed
). You can only use
stun
once per combat.

Swarm (co)
: Instead of rolling for a damage score, you can unleash a swarm of bugs. Roll 1 damage die and apply this to a single opponent, ignoring
armour
. In the next combat round only, their
speed
is lowered by 1. This ability can only be used once per combat.

Sweet spot (pa)
: Before a combat begins, choose a number 1–6. Each time your opponent rolls a die with this result when rolling for
attack speed, they automatically take 2 damage.

Thorn armour (co)
: Use this ability to raise your
armour
by 3 for one combat round. It also inflicts 1 damage die, ignoring
armour
, to all your opponents (roll once and apply the same damage to each opponent). This ability can only be used once per combat.

Thorn cage (co + pa)
: Instead of rolling for a damage score, you can cast
thorn cage
. It automatically encases one opponent in a cage
of thorns, inflicting 1 damage die (ignoring
armour
). It also inflicts 1 point of damage to the same opponent at the end of each combat round for the duration of the combat.
Thorn
cage
can only be used once per combat.

Thorns (pa)
: You automatically inflict 1 damage to all of your opponents, at the end of every combat round. This ability ignores
armour
.

Time shift (sp)
: You may raise your
speed
to match your opponent’s for three combat rounds. You cannot play another speed ability
until time shift has faded. This ability can only be used once per combat.

Tome raider (pa)
: Using the monocle you are able to unlock the hidden secrets of the arcane. You may automatically add 2
magic
to each
spell book in your possession.

Toxicology (pa)
: You are immune to all
delirium, disease
and
venom
effects.

Trample (co)
: Instead of rolling for a damage score, you can
trample
. Roll 3 damage dice and apply the result to each of your opponents,
ignoring
armour
. You can only use
trample
once per combat.

Tranquillity (pa)
: You may heal 2
health
a round when you use the
meditation
ability, instead of only 1.

Tremor strike (sp)
: Make the ground beneath your enemies’ feet tremble. This lowers opponents’
speed
by 2 for two combat
rounds.

Trickster (mo)
: You may swap one of your opponent’s speed die for your own. You can only use
trickster
once per combat.

Turn up the heat (pa)
: Increase the damage caused by
fire aura
by 1. Allies in team battles also benefit from this increase.

Underhand (mo)
: If you get a double when rolling for attack speed but your result is lower than your opponent’s, you can use
underhand
to automatically win the round.
Underhand
can only be used once per combat.

Unstoppable (mo)
: When an opponent wins a combat round, you may spend 5
health
to automatically win it back and roll for damage. You
can only use
unstoppable
once per combat.

Vampirism (mo)
: When you inflict damage to your opponent you can heal yourself for half the amount of
health
your opponent has lost,
rounding up. You can only use
vampirism
once per combat.

Vanish (co)
: (see
Dodge
). Use
vanish
to turn invisible for several seconds, avoiding your opponent’s
damage for one round. You can only use
vanish
once per combat.

Veil (co)
: Use this ability when you have lost a combat round to avoid taking damage from your opponent’s damage score. You may also increase
your
speed
by 1 for the duration of the next combat round. You can only use
veil
once per combat.

Venom (pa)
: If your damage dice/damage score causes health damage to your opponent, they lose a further 2
health
at the end of every combat
round for the remainder of the combat. This ability ignores
armour
.

Vindicator (pa)
: You may use your
double-punch
ability twice in the same combat and add 2 to the result each time.

Volcanism set (pa)
: If your hero is wearing all three items from the
volcanism
set (head, gloves and chest) then you may use the
volcanism
ability. This allows you to use
back draft, fire aura, sear
and
fire shield
(if available) without counting them towards your quota of hexed abilities.

Volley (co)
: Instead of rolling for a damage score, you can use
volley
to shower your enemies with arrows. Roll 1 damage die and apply the
result to each of your opponents, ignoring their
armour
. You can only use
volley
once per combat.

Vortex (co)
: Instead of rolling for a damage score, you can cast
vortex
– a spinning whirlwind of dark energy. At the start of each
subsequent combat round, roll a die. On a
or
result, you have been hit
by the vortex and must lose 2
health
. A result of
or higher, each opponent is hit instead and must lose 2
health
. Once
cast, the
vortex
stays in play for the rest of the combat. The die result cannot be modified.

War paint (mo)
: The runes on your body give you greater protection and strength. You may raise your
brawn
or
armour
score by 3
for one combat round. You can only use
war paint
once per combat.

Wave (co)
: Assault your enemies with a wave of mental energy. This does damage equal to your current
magic
score, ignoring
armour
. You
can proportion this damage amongst any/all of your opponents, but no single opponent can take more than half of your
magic
score, rounding up. You can only use
wave
once per
combat

Weaver (pa)
: Each time you play a combat ability, you may heal 2
health
.

Webbed (sp)
: This ability reduces the number of dice your opponent can roll for attack speed by 1, for one combat round only. You can only use
this ability once per combat.

Wild child (mo)
: You may add 1 to your die result, when using the
ley line infusion
ability.

Windblast (sp)
: (see
Webbed
.) You can only use windblast once per combat.

Wisdom (mo)
: Use any time in combat to raise your
magic
score by 2 for one combat round. You can only use this ability once per combat.

Wish master (sp)
: You can cast this spell at the start of a combat round to grow into a giant. Your
speed
is lowered by 1 but your
magic
and
armour
are increased by 2 for the remainder of the combat.
Wish master
can only be used once per combat.

Wither (co)
: Instead of rolling for a damage score, you can cast
wither
. This inflicts 2 damage dice to a single opponent, ignoring
armour
. It also reduces their
brawn
or
magic
score by 1 for the remainder of the combat. You can only use
wither
once per combat.

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