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Damage · Strikes, finishes.

Ouizardeuh

Elemental mage

« Seven elements, one hand. »

Ouizardeuh binds himself to no element: he borrows them all. Each of his spells strikes and leaves a different mark: dented armor, a stolen step, a clipped range. You play this mage for what he takes away, not for what he deals.

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Ouizardeuh, Elemental mage

Spells

Five pairs of spells. Before every fight, you take one spell per pair: the base or its variant. The fifth pair is the Ultimate.

  1. Pair 1

    Base · Damage

    Raging Fire

    A spray of fire that runs diagonally and leaves the skin raw. You have to stand at an angle.

    • 3 AP
    • Range: 2 to 6 tiles, modifiable range
    • 1-turn cooldown

    Variant · Damage

    Seismic Impact

    Rock rises in a line and makes the hand heavy.

    • 3 AP
    • Range: 2 to 5 tiles
  2. Pair 2

    Base · Damage

    Frostissimo

    Frost takes the legs before it takes the rest, and spreads in a cross.

    • 3 AP
    • Range: 3 to 8 tiles, modifiable range

    Variant · Damage

    Overload

    An arc that leaps from tile to tile and cuts off the action before the step.

    • 4 AP
    • Range: 2 to 6 tiles
    • 3-turn cooldown
  3. Pair 3

    Base · Damage

    Torrent Geyser

    Water surges up at once and hurls away everything standing around the jet.

    • 3 AP
    • Range: 3 to 6 tiles, modifiable range
    • 1-turn cooldown

    Variant · Damage

    Wind Blade

    A tight whirlwind that pulls whatever it finds toward its eye, friends included. It barely wounds.

    • 3 AP
    • Range: 2 to 6 tiles, modifiable range
    • 1-turn cooldown
  4. Pair 4

    Base · Control

    Petrifying Gaze

    Not a scratch. The target stays where it is, and falls silent.

    • 4 AP
    • Range: 1 to 4 tiles
    • 3-turn cooldown

    Variant · Control

    Low Tide

    The water recedes and drags everything within two tiles to the center, stealing a step from each.

    • 3 AP
    • Range: 1 to 5 tiles, modifiable range
    • 3-turn cooldown
  5. Ultimate

    Base · Damage

    Eruption

    Magma bursts out, falls back, and keeps searing whatever it touched.

    • 6 AP
    • Range: 2 to 6 tiles

    Variant · Damage

    Staff Wave

    The staff strikes the ground and the wave spreads in a circle. Anything crowding the mage is thrown clear, and whatever hits a wall remembers it.

    • 6 AP
    • Range: Self

Passives

Pick just one, before the fight.

  • Elemental Chain

    Ouizardeuh deals 2 extra damage to rooted targets.

  • Lingering Embers

    Every enemy his spells wound burns: 1 damage at the start of its next turn.

  • Unstable Flux

    Ouizardeuh always has 1 extra AP, at the cost of 2 HP.

Play Ouizardeuh before anyone else.

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