Anytime you deal damage to an enemy, you may Move them 1 Tile. This may trigger multiple times per turn if you deal multiple hits of damage.
2
Mental Destruction
If you roll a 12+ Empower, instantly deal 8 Magical Damage to your target.
Primary Abilities
1
Mind Blast
6 Range
Deal 3 Magical damage. Deal an additional 5 damage if the target is channeling a Delayed Ability.
Empower (8+):
Deal an additional 5 damage.
Secondary Abilities
1
Mind Games
Self Buff 1 MP
Give yourself +3 Empower until the end of your turn.
-or-
Give all allies (excluding yourself) +1 Empower until the end of their turn.
Empower (8+):
Until your next turn, any ally that Empowers an Ability will heal you for 2 HP.
2
Mind Battle
3 Range 2 MP
Engage in a Mind Battle with an enemy. Each player rolls 1D6. If you roll equal or higher you win. Continue to roll 1D6 until the enemy wins the roll. Deal 2 Magical Damage for every roll you won.
Empower (9+):
You Deal 3 Magical Damage per win instead of 2.
3
Mind Wave
Blast (2x2 Radius) Delayed Ability 4 MP
Using this Ability will immediately end your turn. At the start of your next turn any targets inside the radius take 22 Magical Damage.
Empower (10+): Mind Wave radius increased to Explosion (3x3 radius) and allies no longer take damage if they are within the Radius of Mind Wave.
V1.1
- Increased Mind Blast damage against Delayed Abilities to 5 (up from 4)
- Mind Games now has the option to buff all allies for a lesser amount
- Mind Games Empower now causes allied Empowered Abilities to heal you and Empower lowered to 8+ (From 10+)
- Mind Battle damage reduced to 2 per win (down from 3) and Empower now deals 3 per win (down from 5)
- Mind Battle Empower lowered to 9+ (from 10+)
- Mind Wave Empower now also increases radius to 3x3
- Mind Wave damage increased to 22 (from 18)
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