Wisp

Wisps are Caster Tokens that specialize in subtle assistance. Wisps go off of normal stats.

Basic Passive - Meld - The Wisp can meld into surfaces. While Melded, the Wisp cannot cast spells, use abilities, or attack, but also cannot be targeted or affected by spells. The Wisp also cannot move. The Wisp will be considered in the wall it melds into for all purposes.

Basic Spell - Envigor - 3 AP - 3 MP - The Wisp restores 1d4 HP, AP, and MP to either an ally within 5m or its master. If Overcast, restores 1d8 instead. OC: 16.

Basic Passive - Link of Vitae - While the Wisp has remained within a unit for at least a full turn, the Wisp becomes linked to that unit. That unit remains linked until it goes 10m or more away from the Wisp. Linked allies receive +1d4 restoration from all HP, AP, and MP restoration. If the Wisp is damaged, all Links will be broken. Linked enemies are bound to the Wisp, causing all the Wisp's movements to be mimicked by the enemy.

Ultimate Ability - Shine - Upon use, the Wisp begins to radiate Powerful Light from itself. Enemies that see the Wisp become blinded for as long as they are targeting a unit in the wisp's general direction, making them unable to target units. Allies ( not self ) within 10m recover 1d20 HP, AP, and MP each turn. The Wisp is drained of 1d20 Hit Points each turn while using Shine.

Basic Spell - Traveler's Embrace - 3 AP - 5 MP - During the Wisp's next turn, if the Wisp hasn't been damaged since this spell was cast, the Wisp and all linked units will teleport up to 1 mile away, to a location that the wisp has already traveled. This can be used to ( most likely ) teleport anywhere on the battlefield, or to escape from an encounter.