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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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.
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
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
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
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
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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