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Firewalkers

As the battles between the First Races and the Amazons grew more severe, a race of beings from beyond the young world took notice. From their chaotic cities in the roaring fires of the world’s sun, this race grew more and more fascinated by the titanic battles unfolding, deciding at last to take part.
These humanoids – elementals who were part fire and part air – descended to the young world, settling in the mountains and plains where they scorched their surroundings black and lifeless.
They brought their fiery magics and monstrous beings like the mighty phoenix and the murderous salamander down from the sun, offering their services to armies that would have them. The newcomers were dubbed the Firewalkers, for they used no name for themselves. While startled by the ardor the Firewalkers had for battle, the generals gladly accepted their aid. Many commanders soon found that the Firewalkers view the great war as a game, and the elementals truly do not care on which side they fight!

Terrain Flight: During the retreat phase of the Reserve Movement, the Firewalkers may immediately move from any terrain with the blue (air) element to any other terrain.

Flaming Shields: Firewalkers may, during a melee attack, count save results (only from actual save icons, not ID icons or SAIs) as if they were melee results.

Spells
Red (Fire) Spells
ASH STORM Casting Cost: 2
Target any terrain. Until the beginning of your next turn, subtract one result at the target terrain. Multiple castings increase the effect or target another terrain. During a combination roll, the owner of the acting army chooses how to apply the penalty.
SPARK OF LIFE Casting Cost: 3
Target one health-worth of units in your DUA. Target units immediately join the casting army. Multiple castings increase the number of health affected.
FIREBOLT Casting Cost: 3
Target any enemy unit. Immediately inflict one point of damage on the target unit. The target unit must generate saves against the damage. Multiple castings increase the effect or target another unit.
FLASHFIRE Casting Cost: 3
Target any army. Until the beginning of your next turn, during any army non-maneuver roll, any one
unit in the target army whose last roll result has not been finalized may be rolled again. The selected unit ignores its last roll result and applies the new roll result instead. Multiple castings increase the effect or target another army. Note: this takes affect at the same time as other rerolling effects (i.e. “Instant” SAIs or group monster IDs).
RED ELEMENTAL BLAST Casting Cost: 3
Target up to two points of non-red spells in play. The target spell is immediately negated. Multiple castings increase the effect or target another spell.
BURNING HANDS Casting Cost: 4
Target one of your units not already under the effects of a Burning Hands spell. The target unit’s melee results are doubled. This spell remains in effect until it is used by the unit or until the unit generates non-SAI melee results needed by the army. Multiple castings target multiple units.
DANCING LIGHT Casting Cost: 6
Target any enemy army. Until the beginning of your next turn, halve the target army’s missile and magic results. Multiple castings target multiple armies.
Blue (Air) Spells
HAILSTORM Casting Cost: 2
Target any enemy army. Immediately inflict one point of damage to the target army, which may roll to save. Multiple castings increase the effect or target another army.
BREATH OF LIFE Casting Cost: 3
Target one health-worth of units in your DUA. Target units immediately join the casting army. Multiple castings increase the number of health affected.
BLUE ELEMENTAL BLAST Casting Cost: 3
Target up to two points of non-blue spells in play. The target spell is immediately negated. Multiple castings increase the effect or target another spell.
DUST DEVIL Casting Cost: 3
Target any terrain. Until the end of your next turn, halve all missile damage into or out of the target terrain. Multiple castings target multiple terrains.
WIND WALK Casting Cost: 4
Target any army. Until the beginning of your next turn, add four maneuver results to the target army. Multiple castings increase the effect or target another army.
MIRAGE Casting Cost: 5
Target any terrain. Each 1-health (common) unit at the target terrain must generate a save or immediately flee to its reserve area. Multiple castings target multiple terrains.
LIGHTNING STRIKE Casting Cost: 6
Target any enemy unit. The target unit must immediately generate a save or be killed. Multiple castings target multiple units.
Elemental Spells
SUMMON IVORY DRAGON Casting Cost: 7
Target any terrain. Immediately send any ivory dragon in a summoning pool to the target terrain. Multiple castings target the same or multiple terrains.
SUMMON ELEMENTAL DRAGON Casting Cost: 7
Target any terrain. Immediately send any elemental dragon with the same color as the magic used to cast this spell to the target terrain. Multiple castings target the same or multiple terrains.
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