Desert Wind
Desert Wind 1
When the alchemists of Dirz settled what was to become Shamir, they did not have an army or laborites. They were forced to adapt to the desert environment to hope to survive their enemies' onslaughts. By mixing the essences of Darkness an of Earth, the technomancer is able to raise a gust of sand that is as brief as it is violent. The grains of sand, imbued by the destructive magic of Darkness, easily infiltrate the best of armor and gnaw at the victim's flesh.
Path: Technomancy
Range: 10 cm
Difficulty: 11
Duration: Instantaneous
Area of Effect: Special
Frequency: Unlimited
Intensity: 6
A.P.: 20
Once this spell is cast successfully, place this card on the battlefield within the spell's range. All fighters even partially within the area of effect defined by this card suffer a Damage Roll of a STR equal to the number of Gems of Darkness invested in this spell (cost of the incantation and the gems used to improve its master).
Desert Wind 2
When the Alchemists settled what was to become Shamir, they did not have an army of laborites. They were forced to adapt to the desert environment to hope to survive their enemies' onslaughts. By mixing the essences of Darkness and of the Earth, the Alchemist is able to raise a gust of sand that is as brief as it is violent. The grans of sand, imbued by the destructive Magic of Darkness, easily infiltrate the best of armor and gnaw at the victim's flesh.
Path: Technomancy
Range: 10 cm
Difficulty: 11
Duration: Instantaneous
Area of Effect: Special
Frequency: Unlimited
Intensity: 6
A.P.: 20
Once this spell is cast successfully, place the spell's card on the Battleground. All figurines within this area of effect suffer a Damage Roll of a Strength equal to the number of Gems of Darkness invested in the spell.