Wizard: Difference between revisions

From Unforgotten Realms Wiki
Jump to navigationJump to search
imported>Razorhead
Updated abilities.
URWiki restore cleanup: update legacy card/wiki links
 
(38 intermediate revisions by 16 users not shown)
Line 1: Line 1:
'''Wizards''' are a spell-casting class similar to the [[Sorcerer]]. Unlike the Sorcerer, however, the Wizard's abilities fulfil a much more aggressive role. This means that a Wizard can easily be the primary source of damage for a party, rivalling the power of even the most fearsome physical attackers.  
{{Classbox
__TOC__
|name=
|image= [[File:Wizard Card.png|200px]]
|class= [{{SERVER}}/cards/cards.html#wizard Wizard Class Card]
|cards= <wbr>
* [{{SERVER}}/cards/cards.html#arcanebeam Arcane Beam]
* [{{SERVER}}/cards/cards.html#arcanemissiles Arcane Missiles]
* [{{SERVER}}/cards/cards.html#blizzard Blizzard]
* [{{SERVER}}/cards/cards.html#bookofspells Book of Spells]
* [{{SERVER}}/cards/cards.html#conjuremagic Conjure Magic]
* [{{SERVER}}/cards/cards.html#counterspell Counterspell]
* [{{SERVER}}/cards/cards.html#fireball Fireball]
* [{{SERVER}}/cards/cards.html#flamelance Flamelance]
* [{{SERVER}}/cards/cards.html#iceblast Iceblast]
* [{{SERVER}}/cards/cards.html#masterwizard Master Wizard]
* [{{SERVER}}/cards/cards.html#pyroblast Pyroblast]
* [{{SERVER}}/cards/cards.html#quickcast Quick Cast]
|affiliation= <wbr>
* [[Quintara Lotus|Arcane Magic]]
* [[Vlaurunga|Fire Magic]]
* [[Yvander|Ice Magic]]
}}


==Abilities==
{| style="background-color:transparent;"
{{Class Card Sheet
|style=width:50%|
|name1=Arcane Beam
|style=width:50%|
|desc1=Shoot forth a penetrating beam of pure arcane energy that deals 5 damage in a line. Once you have successfully cast Arcane Beam, you may continue the beam each turn at the cost of 1 stamina. You cannot move or use an action if you do this, but you may redirect the beam.
|-
|spe1=Yes
|'''"The classic and traditional mage who wields some of the most dangerous magics in the realm."
|ran1=10
|-
|sta1=3
|colspan="2"|<div style="text-align:center"><small>— Season 3 Class Card description</small></div>
|img1=File:Wizard_Arcane_Beam.png
|
|name2=Arcane Missiles
|desc2=Unleash a barrage of 7 missiles that deal 1 damage each. These missiles can be split at any number of enemies or focused on a single target.
|spe2=Yes
|ran2=10
|sta2=3
|img2=File:Wizard_Arcane_Missiles.png
|name3=Blizzard
|desc3=Summon forth a cloud of ice rain that deals 2 damage at the end of your turn to all targets in a 5x5 radius.  This ice rain lasts until the cloud is disrupted or until the end of combat.
|spe3=Yes
|ran3=10
|lim3=Combat
|sta3=3
|img3=File:Wizard_Blizzard.png
|name4=Fireball
|desc4=Throw a ball of fire dealing 10(7 was a typo) damage at a target.  Rolling a critical drastically increases the size of this fireball to hit a 3x3 area around your target.
|spe4=Yes
|ran4=10
|sta4=3
|img4=File:Wizard_Fireball.png
|name5=Ice Blast
|desc5=Deal 7 damage to all targets in a 3x3 area centered around you.  Each turn, if you have not moved or taken damage, then the stamina cost is reduced by 1 until it no longer costs stamina.
|spe5=Yes
|mel5=Yes
|sta5=3
|img5=File:Wizard_Ice_Blast.png
<!--
I'll just put this here so we don't have to put it in again.~~~~
|name6=Rampant Chorus
|desc6=Harmonize a single note one by one with the rest of the group.  If the Game Master deems your harmony valid, you may summon forth a power familiar spirit to aid you in battle for a single turn.  Your group's stamina is restored to full, all allies take an additional action on their turn, and your familiar will attempt to protect your allies from damage.
|spe6=Yes
|int6=Yes
|tbagem=Yes
|sta6=3
|img6=File:Wizard_Rampant_Chorus.png
|}
|}
-->
The '''Wizard''' [[Classes|Class]] of [[URealms Live]] is a versatile mage who specializes in three schools of magic - Arcane to pierce foes and barrage them with missiles; Fire to deal hefty amounts of damage and burn their opponents to a crisp; and Ice to trap foes in raging blizzards, freezing them in place.
}}


==Powers==
'''Magical Abilities''':
*'''Fire Ball Projection''': Wizards can generate a “''Fireball''” in their hands and launch it to hit a target. The more proficient the spell caster, the larger the fireball will become.
*'''Winter Storm Generation''': Wizards can all upon a cloud of icy rain using the spell “''Blizzard''.” This spell will cause a cloud to form above a set of targets and begins to hail down until the cloud is disrupted or until the threat is eliminated.
*'''Ice Blast''': Wizards can generate a blast of cryogenic force around themselves, harming any targets within the radius. If the user stays in place during the blast, they become more immune to the tiring effects that casting causes.
*'''Formulated Magical Constructs''': Wizards can create up to seven missiles –like constructs out of concentrated arcane energy. The spell, “''Arcane Missiles'',” is the incantation to cast this. The missiles can target multiple opponents within range.
*'''Magical Beam Emission''': Wizards can emit a beam of concentrated arcane energy from their hands. This spell is referred to as “''Arcane Beam''.” The Wizard can choose to continue to cast the spell at the cost of their energy and movement. They can, however, direct the beam as they choose.
**'''Paralysis Inducement''': While the beam is being casted, Wizards cannot move from place, as their concentration renders them immobile.
*'''Music Empowerment''': A wizard can band with their allies and perform a harmonization with a single note. If the harmonization is successful, the user gains the ability to summon forth a powerful familiar; all allies will feel rejuvenated and empowered. This rare and powerful ability is known as the “''Rampant Chorus''.”
**'''Music Healing''': If the Rampant Chorus was successful, then the Wizard and their allies will have any wounds healed and feel stronger than before.
**'''Summoning''': The main effect of the Rampant Chorus is the ability to summon a familiar of the Wizard temporarily. This summon does not exist past a few minutes, but it will protect the summoner and their allies.


== Notable Wizards ==
== Notable Wizards ==
* [[Elmar]] in [[Porc Hunters]] and [[The Silvermine Mountains]]
* [[Desnuttes]] in [[The Many Gobos of Pat]]
* [[Dave]] in [[The Sunswords]]
* [[Ladyir]] in [[The New Crew]]
* [[Rick Snot]] in [[The New Crew]]
* [[Nisovin]] in [[Okagnoma Guild Hall]]
* [[Beautressa Cobbler]] in [[The Cobblers]]
* [[Raynel]] in [[Unexpected Discovery]]
* [[Ghana Ens Sin]] in [[The Fall of Dundinborough]]
==Wizard Legendaries==
* [{{SERVER}}/cards/cards.html#legendary-0009-wormhole Wormhole]
* [{{SERVER}}/cards/cards.html#legendary-0014-coe Arcane Particle Cannon]
* [{{SERVER}}/cards/cards.html#legendary-0022-justin Dragonhammer Staff]
==Trivia==
* [[Nisovin]] was the character to be featured on the Wizard's cards for Season 2 and Season 3.
* Fireball can be used as a makeshift "[[Spell of Shaving]]".


*''[[Nisovin]]''
*''[[Elmar]]''


{{Class}}
{{Wizard}}
{{Wizard}}
[[Category:Classes]]
[[Category:Classes]]

Latest revision as of 22:19, 25 April 2026

Class CardWizard Class Card
Cards
Affiliations


"The classic and traditional mage who wields some of the most dangerous magics in the realm."
— Season 3 Class Card description

The Wizard Class of URealms Live is a versatile mage who specializes in three schools of magic - Arcane to pierce foes and barrage them with missiles; Fire to deal hefty amounts of damage and burn their opponents to a crisp; and Ice to trap foes in raging blizzards, freezing them in place.


Notable Wizards

Wizard Legendaries

Trivia

  • Nisovin was the character to be featured on the Wizard's cards for Season 2 and Season 3.
  • Fireball can be used as a makeshift "Spell of Shaving".