Quartz
Time manipulator
« Every beat is his. »
Quartz oscillates at a frequency so steady it makes watches tick. Quartz steals actions, gives them back and decides who gets to play.
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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
Crystal Wire
A taut quartz wire that cuts from afar and steals a step on the way.
- 3 AP
- Range: 2 to 4 tiles, modifiable range
Variant · Damage
Erosion
Time speeds up on the target and wears it down fast: two turns, but two turns that count.
- 3 AP
- Range: 2 to 6 tiles
- 1-turn cooldown
Pair 2
Base · Damage
Oscillation Drain
Quartz draws an oscillation from the target and throws its guard out of tune: the next drain will get through better.
- 2 AP
- Range: 2 to 5 tiles
Variant · Control
Broken Beat
The target's beat falls out of tune and its steps shrink.
- 3 AP
- Range: 2 to 5 tiles
Pair 3
Base · Support
Spare Beat
Quartz gives a beat to an ally. Three action points for one: a steep price, only worth paying for a far better bearer.
- 3 AP
- Range: 1 to 5 tiles
- no line of sight needed
- 4-turn cooldown
Variant · Support
Prism Rewind
The prism turns over: an ally's ills fade and their step comes back.
- 3 AP
- Range: 0 to 4 tiles
- no line of sight needed
- 2-turn cooldown
Pair 4
Base · Utility
Rift Leap
Quartz slips into a fault in the crystal, which only ever runs diagonally, and comes out farther on.
- 2 AP
- Range: 1 to 4 tiles
- 1-turn cooldown
Variant · Utility
Permutation
Two positions swapped by a simple phase shift.
- 2 AP
- Range: 1 to 6 tiles
- no line of sight needed
- 2-turn cooldown
Ultimate
Base · Damage
Lattice Fracture
Quartz fractures the lattice, swaps places and strips the target of its momentum. It ends up where he stood, alone.
- 6 AP
- Range: 2 to 6 tiles
Variant · Damage
Great Silence
The crystal freezes from one edge of the rift to the other. No spell is cast where time has fallen silent.
- 6 AP
- Range: 2 to 5 tiles
Passives
Pick just one, before the fight.
Natural Frequency
Quartz always has 1 extra AP.
Hourglass Reserve
Up to 2 AP that Quartz leaves unspent at the end of the turn carry over to the next one.
Wound Spring
Quartz enters combat with his ultimate already more than half charged.
Play Quartz before anyone else.
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