War Wizard Rank 2 · Type: Ranged A battle-hardened mage trained in destructive magic. Motives & Tactics Develop new spells, seek power, conquer Difficulty: 16 | Damage thresholds: 11/23 | HP: 5 | Stress: 6 Standard attack: ATK +4 | Staff | Far | 2d10+4 mag Experiences - Magical Knowledge +2 - Strategize +2 Features - Battle Teleport — Passive Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range. - Refresh Warding Sphere — Action Mark a Stress to refresh the Wizard’s “Warding Sphere” reaction. - Eruption — Action Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved. - Arcane Artillery — Action Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage. - Warding Sphere — Reaction When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action. Source: SRD