From the rulebook:
"Holy Skills rely on divine and natural powers to aid allies and defeat opponents. This category of Skills is the only one that focuses primarily on aiding allies in battle and the characters who choose to specialize in them function best in groups.
That doesn’t mean, however, that Holy Skills should be taken lightly. The ability to heal allies, alone, can give a team a significant advantage against opponents."
Sample Skills:
Level 1
Boost: Raises any character’s Attack and Defense Attributes by 6 for a number of turns equal to the sum of the cards used. The character’s Attack and Defense bonus can be affected by Boost, but they cannot learn new Skills based on the improved scores.
Each character can be affected by only 1 Boost Spell at a time.
Level 2
Cure: Removes any status that hurts a character over time from that character and heals them for the average of the 2 cards used. Can be used on any character.
Level 3
Hurricane: Heavy winds stir up debris that hits every opponent within 100 feet of the caster for 4 turns. Damage equals the average of the cards used for the Spell each turn. Opponents can play a Defense Card to reduce the damage, but do not get to draw to replace it until the Spell is over.
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