Mander Curse
Range 4; 2 actions on 2 turns to cast; you can walk between those
two actions. D20 per action: If 1-7, the curse fails. Enemy needs
to be within range both casts.
4 Turn Cooldown; Lasts for 3 enemy turns.
When successful, target lose access to all items, and can only move
3 turns on land. However, they can move
max 4 spaces across water every turn (including diagonally), melee
does 1 damage that poison the target:
1 damage for the next 2 turns. Unseen BONUS: 1 action selfcast/off.
Same item/move, orig
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