-
Healer Group, Magical, Divine, Devious, Intelligent Topaz staff (w[2d6+2] damage) 12 HP 4 armor Close, Reach The Healer desperately keeps its friends alive Instinct: To keep friends fighting
- Heal allies
- Healing mist, heals [w]2d4+2 to small area
- Stun, projects a disorienting pattern that stuns everyone who sees it
-
Spellsword Group, Magical, Intelligent Falchion (b[2d8+2] damage 1 piercing) 6 HP 2 armor Close, Forceful, Ignores Armor Spellswords enchant themselves before fighting on the front line. Instinct: To battle
- Disarm, uses elemental magic to disarm the opponent
- Enchants self with elemental power, adding d6 to offense and defense of element
-
Ninja Group, Magical, Devious Poison dagger (b[2d6] damage 1 piercing) 6 HP 1 armor Close, Ignores Armor Fast and dangerous, the ninja ends a fight before it starts. Instinct: to assassinate
- Sneak attack
- Enchantment of Wind, grants flight and doubles speed
- Witchbane, poison that inhibits the use of magic for the next day
-
Shielder Group, Magical, Cautious shield (d8 damage) 10 HP 6 armor Close, Reach Shielders from the MIC use enchantments on top of their already impressive defense to keep their party from harm. Instinct: To protect
- Guard a nearby ally
- Arcane Shield, +3 armor to an ally after they've been guarded
- Intercept, teleport to an ally they can see to defend an attack