Field Of Growth

Level 5 Troop Controller
Elemental EV 28
Stamina 120 Immunity poison 5
Speed 8 (climb) Size 3 / Stability 2
Free Strike 6

Might

2

Agility

0

Reason

0

Intuition

2

Presence

2

Hampering Roots 2d10 + 2

Magic, Ranged, Strike Signature Action
Ranged 8 2 creatures or objects
≤11: 8 damage 12—16: 13 damage;
R<1 prone can’t stand (save ends)
17+: 16 damage;
prone R<2 and can’t stand (save ends)
Effect:

This ability inflicts restrained (save ends) on targets that are already prone. When the restrained condition ends, any can’t stand effects also end.

Convocation of Verdure

Magic, Ranged Maneuver
Ranged 5 Self or 1 elemental
Effect:

The target gains 15 temporary Stamina that lasts until the start of the field’s next turn.

3 Malice:

The ground within 1 of the target is overgrown with thicket and vines until the end of the encounter. Whenever an enemy attacks the target while within line of effect of the affected area, they are pulled 5 towards the affected area. Whenever an enemy enters the affected area on a turn or starts their turn within it, they are knocked prone.

Rose Lash (1 Malice)

Magic, Melee, Ranged Triggered Action
Melee 3 1 creature or object
The field takes damage from the target.
Effect:

The field deals 6 damage to the target and A<2 bleeding (save ends).

Roots Run Deep

The field can target creatures touching the ground with abilities, even if they don’t have line of effect.

Fickle and Free

The field can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.

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  1. Elemental Malice


    1. Elemental Swap

      3 Malice
      1. Two elementals on the encounter map teleport and swap places, gaining damage immunity 2 until the end of the round.

    2. Split

      5 Malice
      1. An elemental acting this turn cleaves themself into 2 separate elementals, splitting their current Stamina in half between them and becoming one size smaller. The elementals otherwise have the same statistics as the original. Both elementals then shift up to their speed.

    3. Convocation of Chaos

      7 Malice
      1. Magic, Ranged Maneuver
        Self or Ranged 8
        Self or 1 elemental
      2. Effect

        Until the end of the encounter, the target’s speed increases by 5 and their strikes deal an additional 5 damage. Whenever an elemental within line of effect uses another convocation ability, the target also gains the effects.

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