The Athanor

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The Athanor is a legendary artifact. An army can have only one at a time and it must be given to a Character. As long as its bearer is present on the battlefield, his DIS is used to resolve the approach and Tactical Rolls.

The Athanor
The Athanor Back

Alchemical Essence: The bearer acquires Mutagenic / 0. If he already has Mutagenic / X, then the army benefits from one additional Mutagenic die/point (depending on the game) as long as he is on the battlefield.

Alchemical Wonder: This artifact starts with 3 counters (max.: 12). All faithful/magicians of the bearer's camp standing within 15 cm or less of him can spend T.F. points/mana gems before every Tactical Roll. Every T.F. point/mana gem thus spent adds one counter to this artifact's reserve. No line of sight is required. The bearer himself may make this sacrifice if he can. Elemental sources, mana-generating artifacts, and familiars not magicians.

Up to 6 counters can be discarded from the reserve before any roll bound to the INI, ATT, DEF, STR or RES of a friendly fighter/Independent of the same people as the bearer and standing within 50 cm or less of him. No line of sight is required. The fighter may not already have received a Mutagenic die/point in the round being played.

For the ensuing roll the chosen characteristics is increased by as many points as counters were discarded. This power can be used several times per round, yet only once per fighter. The bearer himself may benefit from this power.

Cost: 75 AP

Notes

The Living F.A.Q. updated this card to the following: The use of The Athanor is reserved to the Dirz and to their allies. The Athanor cannot be used by the Kelts of the Drune Clan.

The Athanor was released with Cry Havoc 8.