Gifted by the Dragon Lords or taught by accomplished mages, the Wyrm Magic Paths use the power of the Dragon Lords and even the power of nature itself to achieve amazing effects.
The following are the first three of nine Wyrm Magic Paths, with the powers listed for each Path, the type of action needed to use the power, and a description of the power, including how often a character can use the power.
Summoning the vitriolic power of acid, the Acidic Adept inflicts extreme pain that seems to linger forever.
Acid Mist (free): Once per adventure, an Acidic Adept can surround himself with a mist of acid that lasts for the entire encounter. Any creature which starts or ends its turn adjacent to the Acidic Adept takes acid damage equal to the Acidic Adeptís rank.
Acid Touch (attack): Once per encounter, an Acidic Adept can make a melee attack against one creature. The Acidic Adept adds his rank to the attack roll and the Acid Touch attack inflicts 1d10 + rank acid damage. On the Acidic Adeptís next two turns, the creature takes acid damage equal to the Acidic Adeptís rank.
The subtle knowledge of harnessing and manipulating the magics of nature allow the Animist to defend his environment and allies.
Entangle (attack): Once per encounter, an Animist can make a ranged attack against a number of creatures equal to his rank. All the creatures affected must be adjacent to one other creature that is affected, unless Entangle only affects one creature. The Animist adds his rank to the attack roll and the Entangle attack inflicts his rank damage and the creature loses its move action on his next turn. The creature can still use its attack action to move.
Oak Body (interrupt): Once per encounter, an Animist lessens the amount of damage taken by an attack equal to his rank.
Master of the cold effects of snow and ice, the Elementist attacks his enemies with chilling effect.
Ball of Frost (attack): Once per encounter, an Elementist can make a ranged attack against one creature. The Elementist adds his rank to the attack roll and the Ball of Frost attack inflicts 1d10 + rank cold damage and the creature is slowed by 2 squares on its next move action.
Ice Wall (free): Once per adventure, an Elementist can make a 1 square wide by 5 squares long wall of ice that is 10 feet tall that lasts for the entire encounter. It can go in a straight line or at a diagonal, which then it is 4 squares long. This wall blocks line of sight, provides cover, and cannot be destroyed.
The next sneak peek will be about the second three Wyrm Magic Paths: the Flamecaller, Hexer, and Imagist. Remember to check out our latest The Anarch release, A Journey of Hope, and look for our upcoming release of the Beta Version of The Dales coming out Labor Day weekend.