Wizard: Difference between revisions
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imported>Chronohawk mNo edit summary |
imported>CoconutM1lk →Abilities: filled out the table |
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|Arcane Missiles | |Arcane Missiles | ||
| | |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. | ||
|[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Ranged|Ranged = 10]] | |[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Ranged|Ranged = 10]] | ||
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|Blizzard | |Blizzard | ||
| | |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. | ||
|[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Ranged|Ranged = 10]]<br>? | |[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Ranged|Ranged = 10]]<br>? | ||
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|Fireball | |Fireball | ||
| | |Throw a ball of fire dealing 7 damage at a target. Rolling a critical drastically increases the size of this fireball to hit a 3x3 area around your target. | ||
|[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Ranged|Ranged = 10]] | |[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Ranged|Ranged = 10]] | ||
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|Ice Blast | |Ice Blast | ||
| | |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. | ||
|[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Melee|Melee]] | |[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Melee|Melee]] | ||
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|Rampant Chorus | |Rampant Chorus | ||
| | |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. | ||
|[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Interrupt|Interrupt]]<br>'''?''' | |[[Cards/Card_Gems#Spell|Spell]]<br>[[Cards/Card_Gems#Interrupt|Interrupt]]<br>'''?''' | ||
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Revision as of 16:45, 3 June 2015
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.
Abilities
| Ability | Description | Gem Classification | Stamina Cost | Image |
|---|---|---|---|---|
| Arcane Beam | 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. | Spell Ranged = 10 |
3 | File:Wizard Arcane Beam.png |
| Arcane Missiles | 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. | Spell Ranged = 10 |
3 | File:Wizard Arcane Missiles.png |
| Blizzard | 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. | Spell Ranged = 10 ? |
3 | File:Wizard Blizzard.png |
| Fireball | Throw a ball of fire dealing 7 damage at a target. Rolling a critical drastically increases the size of this fireball to hit a 3x3 area around your target. | Spell Ranged = 10 |
3 | File:Wizard Fireball.png |
| Ice Blast | 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. | Spell Melee |
3 | File:Wizard Ice Blast.png |
| Rampant Chorus | 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. | Spell Interrupt ? |
3 | File:Wizard Rampant Chorus.png |


