Huppermage's Rune
Difficulty :
Elementalist Mage

Masters of elemental runes, Huppermages combine the elements of Fire, Air, Water and Earth to create breathtakingly powerful spells. Driven by their thirst for knowledge and the importance of their mission, they tirelessly study ways to re-establish the Krosmic Balance, guarantor of stability in the World of Twelve.
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roles Specialty Damage Control
Specialty spells
Solar StrongholdHeart of FireWill-o-the-WispWall of EnergyPrincipio Valere
DynamoPurificationAntithesisNew BreathUniversalitySensextensionFullnessSoul DevelopmentPulsationGift Incarnation
Will-o-the-Wisp 1

Will-o-the-Wisp 1 1 - 3

Huppermages conjure a Will-o-the-Wisp at the indicated location and save the last Rune generated that they had in their possession. They can then recover the saved Rune at any time and obtain a random spell. The unlocked spell is of the element of this Rune and is no longer held in the their spell deck.

Normal effects

On empty cell:
- Places a new Will-o-the-Wisp
- Saves the last rune generated
On Will-o-the-Wisp:
- Recovers the saved rune
- Recovers a spell matching the rune's element
- +2 AP
- Removes Will-o-the-Wisp


In the state "Aer'rune"
In the state "Last rune generated - Aer'rune"
or In the state "Tellu'rune"
In the state "Last rune generated - Tellu'rune"
or In the state "Aqua'rune"
In the state "Last rune generated - Aqua'rune"
or In the state "Incan'rune"
In the state "Last rune generated - Incan'rune"