Wizard: Difference between revisions

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[[Category:Classes]]
[[Category:Classes]]
[[Category:Wizards]]
[[Category:Gameplay Elements]]
[[Category:Gameplay Elements]]
[[Category:Cards]]

Revision as of 21:32, 7 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

Name / Description Stamina Cost Image
Arcane Beam Yes 10 3
File:Wizard Arcane Beam.png
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.
Arcane Missiles Yes 10 3
File:Wizard Arcane Missiles.png
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.
Blizzard Yes 10 Yes 3
File:Wizard Blizzard.png
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.
Fireball Yes 10 3
File:Wizard Fireball.png
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.
Ice Blast Yes Yes 3
File:Wizard Ice Blast.png
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.

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