Requires 1 Mana to Summon / Conjure.
When the Summon goes down, their Minion/Summon must also exit combat.
1 Minion or Summon Per Player. PC Summon's can't have Summons.
NPC Minions/Summons
NPC Minions/Summons share a players Action & Bonus Action.
Share Mana & Health with player. Taking 1 point each.
PC Minions/Summons
PC Minions/Summons get their own Action & Bonus Actions.
Have their own Mana & Health.
AOE's
AOEs have a 3 turn Cooldown. You can only AOE every 4th Turn.
Can only target up to 3 people per AOE.
An AOE uses only 1 Mana for the attack.
DEFENDING
To start defending, a player must use an bonus action on their turn to get into the defense position in front of another player. They remain in that position until the defender is either knocked out of the position (a successful attack lands on them) or they use a bonus action to leave the defending position.
This does not prevent players from attacking or healing while in a defense position.
While a defender is protecting a defended player, all attacks targeting the defended player are redirected to the defender until the defender is successfully hit. Beginning the next turn, the defended player can be targeted normally.
MANA BATTERIES
How to Obtain
From storing Mana ahead of time into a container.
Charging Limitations
Rolling 1-10 fails, 11-20 Succeeds in using. If you fail, the battery is not used.
Mana batteries can only recharge 1 Mana per use during combat.
Each character is permitted only 1 mana battery each per combat.
Group Recharge (Follow's AOE Rules)
Mana batteries have the unique ability to recharge multiple individuals simultaneously, each receiving 1 mana per recharge. (Maximum of 3 per mana battery)
HEALTH & MANA POTIONS
How to Obtain
Crafted by players out of Combat.
Limitations (Does NOT use Mana)
Rolling 1-10 fails, 11-20 Succeeds in using. If you fail, the potion is not destroyed.
A successful heal only recovers 1 Health or 1 Mana
Each character is permitted only 1 health and 1 Mana potions each per combat.
A potion can be tossed at someone else to heal them, using that person 1 heal per combat.
HEALING SPELLS
Limitations (Uses Mana)
Rolling 1-10 is a fails, 11-20 Succeeds in healing spell. Failing still uses mana.
A successful heal only recovers 1 Health.
Each player may only have one successful healing spell cast on them per combat.
Players can cast healing on others.