Theurgist: Difference between revisions

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{{Class Card Sheet
{{Class Card Sheet
|name1=Starting Gear and Passives
|name1=Starting Gear and Passives
|desc1=Theurgists start with an [[Items#Oaken Staff|Oaken Staff]], [[Items#Cloth Robes|Cloth Robes]], or [[Items#Arcane Signet|Arcane Signet]]. Theurgists start with 1500 gold. At the start of each combat, you may cast Call Earthlord and Summon Air Sprites as immediate bonus actions even if you do not have these spells.
|desc1=You start with an [[Items#Oaken Staff|Oaken Staff]] or [[Items#Cloth Robes|Cloth Robes]]. You start with 1700 gold. Theurgists can use two regular actions per round.
|sta1=+5
|sta1=+1
|img1=File:Theurgist_Starting_Gear_and_Passives.png
|img1=File:Theurgist_Starting_Gear_and_Passives_Season2.png
 
|name2=Call Earthlord
|name2=Call Earthlord
|desc2=Call forth an [[Earthlord]] out of nearby earth, mud, dirt and stone. The Earthlord will charge at a single target and deal 3 damage to it at the end of each turn. Earthlords return to the ground when their target is defeated.
|desc2=Call forth an [[Earthlord]] as a minion that is not Linked and instead focuses on defeating a single Target. Earthlords can move unlimited spaces each round. Earthlords crumble apart when their target is defeated.
|spe2=Yes
|spe2=Yes
|ran2=10
|mel2=Yes
|npc2=Yes
|sta2=3
|sta2=3
|img2=File:Theurgist_Call_Earthlord.png
|img2=File:Theurgist_Call_Earthlord_Season2.png
|name3=Ice Bolt
 
|desc3=Release a shard of ice from your hands that deals 1 damage plus 1 additional damage for every Ice Bolt that has been fired by you or your Frost Elemental up to a maximum of 5 damage.
|name3=Frost Blast
|desc3=Release a shard of ice from your hands that deals 5 damage. If successful, your Companion can use one of their Anytime Abilities as an Immediate Bonus Action.
|spe3=Yes
|spe3=Yes
|ran3=5
|ran3=10
|sta3=1
|int3=Yes
|img3=File:Theurgist_Ice_Bolt.png
|sta3=3
|name4=Summon Air Sprites
|img3=File:Theurgist_Frost_Blast_Season2.png
|desc4=Summon up to 4 [[Air Sprites]] on the battlefield.  Air sprites deal 1 melee damage to the nearest enemy target and are controlled by the Game Master at the end of your turn on your behalf.  Air sprites will not listen to their summoner or their wishes and will simply attack nearby hostile targets.
 
|name4=Rage of the Deep
|desc4=Berserk all Allies and Friendly Minions this round, causing their Basic Attacks to deal double damage.
|spe4=Yes
|spe4=Yes
|ran4=10
|rad4=10
|npc4=Yes
|int4=Yes
|sta4=3
|sta4=3
|img4=File:Theurgist_Summon_Air_Sprites.png
|img4=File:Theurgist_Rage.png
|name5=Summon Frost Elemental
 
|desc5=Summon forth a [[Frost Elemental]] from a nearby pool of water reducing your maximum stamina by 10. You control your Frost Elemental on your turns.  Your frost elemental can use the Ray of Frost or Ice Bolt for free each turn. You may have multiple Frost Elementals.
|name5=Summon Air Sprites
|desc5=Summon up to 2 Air Sprites as Minions linked to you. Air Sprites are destroyed after attacking.
|spe5=Yes
|spe5=Yes
|mel5=Yes
|ran5=5
|npc5=Yes
|sta5=3
|sta5=1
|img5=File:Theurgist_Summon_Air_Sprites_Season2.png
|img5=File:Theurgist_Summon_Frost_Elemental.png
 
|name6=Wind Blast
|name6=Summon Frost Elemental
|desc6=Deal 9 damage to a target and knock them back up to 5 spaces. Wind blast may also be used to attempt to dodge out of the way of harmful attacks as an Instant Action without the damage component, although doing so will cost you your move on the next turn.
|desc6=Summon forth a [[Frost Elemental]] Companion. Your Companion lasts until the end of combat.
|spe6=Yes
|spe6=Yes
|ran6=10
|mel6=Yes
|int6=Yes
|lim6=Round
|sta6=3
|sta6=3
|img6=File:Theurgist_Wind_Blast.png
|img6=File:Theurgist_Summon_Frost_Elemental_Season2.png
 
|name7=Wind Blast
|desc7=Deal 5 damage to a target and knock them back up to 5 spaces.  Wind blast may also be used to attempt to dodge by aiming this at the ground and pushing yourself up to five spaces.
|spe7=Yes
|ran7=10
|int7=Yes
|sta7=3
|img7=File:Theurgist_Wind_Blast_Season2.png
}}
}}



Revision as of 20:45, 12 October 2016

The Theurgist class of Unforgotten Realms Live mainly relies on summoning abilities to call upon other NPCs to attack. Still, Theurgists do have some abilities to deal direct damage.

Abilities

Name / Description Stamina Cost Image
Starting Gear and Passives +1
File:Theurgist Starting Gear and Passives Season2.png
You start with an Oaken Staff or Cloth Robes. You start with 1700 gold. Theurgists can use two regular actions per round.
Call Earthlord Yes Yes 3
File:Theurgist Call Earthlord Season2.png
Call forth an Earthlord as a minion that is not Linked and instead focuses on defeating a single Target. Earthlords can move unlimited spaces each round. Earthlords crumble apart when their target is defeated.
Frost Blast Yes 10 Yes 3
File:Theurgist Frost Blast Season2.png
Release a shard of ice from your hands that deals 5 damage. If successful, your Companion can use one of their Anytime Abilities as an Immediate Bonus Action.
Rage of the Deep Yes 10 Yes 3
File:Theurgist Rage.png
Berserk all Allies and Friendly Minions this round, causing their Basic Attacks to deal double damage.
Summon Air Sprites Yes 5 3
File:Theurgist Summon Air Sprites Season2.png
Summon up to 2 Air Sprites as Minions linked to you. Air Sprites are destroyed after attacking.
Summon Frost Elemental Yes Yes 3
File:Theurgist Summon Frost Elemental Season2.png
Summon forth a Frost Elemental Companion. Your Companion lasts until the end of combat.
Wind Blast Yes 10 Yes 3
File:Theurgist Wind Blast Season2.png
Deal 5 damage to a target and knock them back up to 5 spaces. Wind blast may also be used to attempt to dodge by aiming this at the ground and pushing yourself up to five spaces.

Notable Theurgists

Trivia

  • Theurgists can see through their elemental spirits. [1]