Sharwin Wildborn

Sharwin Wildborn is another card with much controversy. Most causual D&D players (and even most experianced players) do not know what an "Eladrin" is and it is unknown why Wizards of the Coast did not simply use the more commonly known designation "High Elf" for her. Also, since she is a High Elf, powers and abilities that augment ordinary Elves do not apply to her - weaking the character. To fix this card, first the entire card is redone in the "Swamp" style as this character comes after the Swarm of the Marro story-arc. Secondly her species is changed to Elf. Her class is left as is, even though "Battle-Mage" is not a class in TrueScape, however, since Sonlen is an "Archmage", he presumably has lesser mages under him - Wildborn could easily be one such mage. Plus there are only Nine Elven Wizards, and Sunshadow would therefore be the ninth and final Elven Wizards, not Wildborn. Finally, her homeplanet is changed to Feylund.

Stats

 * Life: 5
 * Move: 6
 * Range: 1
 * Attack: 2
 * Defense: 3
 * Point Value: 110

Abilities

 * Arcane Bolt Special Attack: Range 5 + Special. Attack 3. The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure recieves at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special attack.


 * Arcane Riposte: When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.


 * Shocking Grasp: When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.