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Hexer Abilities


Features

Hexer Abilities

Level 4 Advancement
🏹
Main action

Backfire Curse

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One enemy
Power Roll+ highest characteristic
!2 corruption damage; the target is cursed (EoT)
@5 corruption damage; the target is cursed (EoT)
#7 corruption damage; the target is cursed (EoT)
Effect

While the target is cursed this way, whenever they make a strike that targets only one creature, the retainer can use a free triggered action to choose a second target for the strike within its distance.

🏹
Main action

Take Root

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One creature
Power Roll+ highest characteristic
!5 damage; M < WEAK slowed (save ends)
@9 damage; M < AVERAGE slowed (save ends)
#12 damage; M < STRONG slowed (save ends)
Effect

While the target is slowed this way, if they end their turn without moving on that turn, they are no longer slowed and are restrained (save ends).

Level 10 Advancement
🏹
Main action

Mazed

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One creature
Power Roll+ highest characteristic
!7 damage; if the target has M < WEAK they are mazed (save ends)
@11 damage; if the target has M < AVERAGE they are mazed (save ends)
#16 damage; if the target has M < STRONG they are mazed (save ends)
Effect

While mazed, the target is dazed. Additionally, at the end of each of the mazed target's turns, the retainer can cause the target to move up to their speed in a straight line in a direction of the retainer's choice. This is not forced movement, and the movement ends if it would cause the target to enter difficult or damaging terrain.

Source: Draw Steel: Monsters · printing 1.01