Dragonfire: Character Pack – Heroes of the Wild
Dragonfire: Character Pack – Heroes of the Wild Rulebook
Table of Contents
Table of Contents
Sorcerer
The rules from Sorcerer Character screens and the Sorcery card are presented here, allowing players to review the rules for the Sorcerer Class at a glance.
Character screen (Sorcerer, Human):
- Magic Origin Slot: When you first select this character, you must apply a Magic Origin Feature, which can never change. This slot costs 0 XP.
- Feature Slot 1, Feature Slot 2, Feature Slot 3, Feature Slot 4, Feature Slot 5
- Arcane Class: Sorcerer
- Race: Human
- Equipment Pack: shown by icons, with +2 SORCERY
- INNATE MAGIC: Market Arcane cards cost +1 gold.
- FLEXIBLE CASTING: During your turn, play an Arcane card from the Market with a printed gold cost up to the number of Sorcery Points spent on Flexible Casting this turn. Upon resolution, that card is placed in the Market discard.
- Flavour line on the screen: There is no "answering a call." There is only the wild magic within.
Character screen (Sorcerer, Dragonborn):
- Magic Origin Slot: When you first select this character, you must apply a Magic Origin Feature, which can never change. This slot costs 0 XP.
- Feature Slot 1, Feature Slot 2, Feature Slot 3, Feature Slot 4, Feature Slot 5
- Arcane Class: Sorcerer
- Race: Dragonborn
- Equipment Pack: shown by icons, with +2 SORCERY
- INNATE MAGIC: Market Arcane cards cost +1 gold.
- FLEXIBLE CASTING: During your turn, play an Arcane card from the Market with a printed gold cost up to the number of Sorcery Points spent on Flexible Casting this turn. Upon resolution, that card is placed in the Market discard.
- BREATH WEAPON: Once per Scene, if you play no cards during your turn, all colorless levels on one encounter facing you are [symbol, not legible at the scan resolution].
- Flavour line on the screen: We must use this new power honorably, for all livings are worthy of our respect.
The level track on both screens runs from 1 through 14, with the STUN and UNC markers at the 1 end.
Character Screen
The following Class abilities are found on each Sorcerer Character screen:
- Innate Magic: Arcane cards cost +1 gold to purchase from the Market.
- Flexible Casting: During your turn, play an Arcane card from the Market with a printed gold cost up to the number of Sorcery Points spent on Flexible Casting this turn. Upon resolution, that card is placed in the Market discard.
The following Feature Slot is found on each Sorcerer Character screen:
- Magic Origin: When you first select this character, you must apply a Magic Origin Feature, which can never change. This slot costs 0 XP.
Sorcery card (Arcane): Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only. Flavour line: Your magic comes from learning. Mine surges until it bursts from within!
Sorcery Cards
Each Sorcerer Character screen details how many Sorcery cards to include in that character's Equipment Pack at the start of a game. Sorcery cards cannot be added to the Market.
Sorcery Points: When played, Sorcery generates Sorcery Points that are used to pay the cost of specific Sorcerer abilities and Features.
Sorcery uses the following rules:
- Metamagic Features cannot affect a Sorcery card.
- All Sorcery Points generated by a single Sorcery card must be spent on a single action. Any excess points after activating a Feature or Flexible Casting are lost.
- "Spent" refers to activating a Sorcerer ability or Feature. A Sorcerer can play a Sorcery card, generating Sorcery Points, and chooses to not spend them. Unspent Sorcery Points are lost at the end of the player's turn.
Metamagic Features
Metamagic Features modify a chosen Arcane card. All such Features apply the following rules:
- Each Arcane card played can only have one Metamagic Feature applied to it.
- Spending Sorcery Points, activating a Metamagic Feature and playing the chosen Arcane card are considered a single action.
- The Metamagic effects modify the chosen card before the card applies its effects.
Wild Magic Origin
If a Sorcerer with the Wild Magic Origin Feature has spent one or more Sorcery Points during their turn, they must make a Wild Magic Check during their End Turn phase.
Wild Magic Check
Reveal the top card of the Market Deck. If the card's color is blue, a Wild Magic Surge immediately occurs. The revealed Market card, regardless of outcome, is placed back on top of the Market Deck.
Wild Magic Surge
A Wild Magic Surge occurs under either of the following circumstances:
- A failed Wild Magic Check.
- Activation of a Feature that automatically generates a Wild Magic Surge.
All Wild Magic Surges follow these rules:
Immediately reveal and place the top card of the Dragonfire Deck in front of the player who triggered the Wild Magic Surge; this Dragonfire card only applies its effects to that player and any encounters facing them. The following rules apply:
- The Dragonfire level for this card is treated as 1.
- Any encounters summoned by this card are placed facing this player.
- Bonus tokens, healing, or other encounter modifications only occur on encounters facing this player.
- All decisions this card requires are made by this player.
- All costs normally paid by a specific player or the whole party must be paid by only this player.
- All direct effects of this card affect only this player.
- Encounters cannot be moved away from this player (e.g., Discombobulation); however, they can be generated to face this player (e.g., Old Enemies).
Bury this Dragonfire card during the End Turn phase of the player's next turn. A player may only be under the effects of one Wild Magic Surge Dragonfire card at a time. If a new Wild Magic Surge Dragonfire card is to be drawn, first bury the active Wild Magic Surge Dragonfire card, then reveal a new one.
Poisoner Crafting
Poisoner Crafting Features and Crafted Poison cards introduce a new style of play for Deception characters. The rules from the Poisoner Crafting Features and cards are included here, allowing players to review the rules for Poisoner Crafting at a glance.
The following covers the use of these new Features and cards:
- Poisoner (Apprentice) Crafting is not a primary Subclass Feature (see Features, p. 24, Dragonfire Rulebook).
- Each Poisoner Crafting Feature indicates the total gold value that can be spent on Crafted Poison cards, and which card types may be purchased. Each additional value on the next-level Feature replaces the previous level's value, e.g., Master Crafting allows the purchase of up to 5 gold in Crafted Poison cards.
- Crafting Poison purchases are made before a game begins, and the cards are added to a player's Equipment Pack, not the Market. Additionally, such purchases use the player's starting gold; e.g. if they spend all their starting gold on Poison cards, they will start the game without any gold.
- Crafted Poison cards are Consumed when played, but they are not Magic Items. Remove all Crafted Poison cards (Consumed or not) from your deck at the end of every Adventure.
- Poisoner Crafting cannot be used to purchase Magic Items.
Poisoner Crafting Features (as printed; read from a small-scale scan, so wording may be slightly off):
- Poisoner (Apprentice) Crafting (20 XP). Requires Deception Class. Crafting: Before the game starts, purchase up to 2 gold in Apprentice Poison card(s) and add them to your Equipment Pack.
- Poisoner (Journeyman) Crafting (30 XP). Requires Deception Class & Poisoner (Apprentice) Crafting. When Crafting, purchase up to 3 gold, which may include Journeyman Poison card(s). You may set one of these cards aside then add that card to your starting hand. (Does not require a Feature slot.)
- Poisoner (Master) Crafting (30 XP). Requires Deception & Poisoner (Journeyman) Crafting. When Crafting, purchase up to 5 gold, which may include Master Poison card(s). Additionally, the gold cost of all Poison cards is reduced by 1, to a minimum of 1. (Does not require a Feature slot.)
Crafted Poison card example: ANIMUS (Journeyman Poison). Requires Poisoner (Journeyman) Crafting. Consume: Encounter must Save. Success: Permanently reduce next colorless level by 3. Failure: Deal 6 to that encounter.
Additional Notes on Features
The following are additional notes on Features found within this set.
Expanded Card and Feature Requirements
Heroes of the Wild introduces several expanded requirements for the use of cards and Features:
- Cards Requiring Features: The Crafted Poison cards, and Phantasmal Force require a specific Feature. The Crafted Poison cards require a character possess a unique Feature to purchase these cards and add them to their Equipment Pack (see above), while Phantasmal Force requires a character possess specific Feature before the card can be added to the Market, purchased, or played.
- Features Requiring Class/Racial Ability: Some Features require an ability specific to a Class or race (e.g., Advanced Researcher requires Researcher, Savage Bite requires Lizardfolk, and so on).
ADVANCED RESEARCHER (Requires Researcher): When you return a Market card from the discard, you may purchase it immediately. 25 XP.
PHANTASMAL FORCE (Arcane Illusion; Requires Illusionist (Sorcerer)): Encounter must Save. Failure: Choose one: Encounter's Attack Strength is 0 during its next attack; or Phantasmal Force deals 1 damage to that encounter; or allows any non-Location encounter to a new character. (Card text is small on the scan; check against the physical card.)
- Changing Racial Abilities: Aasimar Character screens require players to choose a specific Mission, which applies to specific Features. Whenever you change your Mission, you'll need to change the Features to match your new Mission. Whenever changes to Character screens and/or Features occur, review all of your Features to ensure you do not overlook any required Features changes.
LUMINOUS TRANSFORMATION (Requires Aasimar Protector (Mission)): Once per game: During your turn, swap all encounters with another character. (If Mission is changed, cannot activate this Feature.) 20 XP.
Aasimar Character screen (Bard, Aasimar) shows the Mission and Celestial Hands abilities: MISSION (Equipment Pack): You must add one (Protector) Scourge, or Fallen. Once per Character Level, you may change your Mission. CELESTIAL HANDS: Once per game, during a Short Rest: Heal another character 1 HP. (Small print on the scan; check against the physical screen.)
Features for Future Releases
A few Features in this Character Pack are not yet usable. Character screens and rules for these Features will be included in future expansions.
Lycanthropy
The Blessings of Lycanthropy III and Resistance to Lycanthropy III Features build on the Lycanthropy Curse found in the Campaign Box: Moonshae Storms.
Curiosity
Curiosity may not be used to fulfill the Deception Basic requirements on a Character screen when building the Equipment Pack.