Warden of Spores
Spellcast Trait: InstinctInfect those around them with their spores, invigorating their own life at the same time
Halo of Spores: When an adversary enters within Melee range of you, you can spend a Hope to deal d4+2 magic damage against them using your proficiency.
Symbiotic Entity: Mark a Stress or spend 3 Hope to channel the spores within you. Until you take Severe damage or until the end of the scene you gain the following benefits:
When you deal Halo of Spores damage, roll an addition 1d4.
Your attacks while within Melee range deal an additional 1d6+2 magic damage.
Place a number of tokens equal to your Spellcast trait on this card. When you would mark Hit Points, spend a token to reduce the severity of damage by 1 threshold.
Fungal Infestation: When a creature within Close range of you dies, you can make a Spellcast Roll against that creature's difficulty. On a success, your spores infest and reanimate the corpse. The creature stands up with 1 Hit Point and stays reanimated for 1 hour, after which it collapses and is unable to be reanimated again.
Make a Spellcast Roll to command this creature to move anywhere within Close range and use an action that doesn't use fear.
Latent Spores: Make a Spellcast roll (15) to create a cloud of spores within Very Close range. Any creature which starts it's spotlight or enters the cloud takes damage equal to your Halo of Spores feature. This cloud lingers after you move and lasts until you disperse it or 1 hour.
Fungal Body: The fungal network in your body has permanently altered your constitution. You are unable to be blinded and deafened, are immune to poisons, and any attack roll against you which critically succeeds is treated as a regular attack.
Mycelial Defense: While Channelling, you can mark a Stress when an attack within Very Close range against you succeeds to make the attacker temporarily Vulnerable.