Wizard: Difference between revisions

From Unforgotten Realms Wiki
Jump to navigationJump to search
No edit summary
imported>Pcplague
Updated abilities
Line 4: Line 4:
==Abilities==
==Abilities==
{{Class Card Sheet
{{Class Card Sheet
|name1=Arcane Beam
|name1=Starting Gear and Passives
|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.
|desc1=Wizards start with an [[Oaken Staff]], [[Cloth Robes]], [[Arcane Signet]], or [[Monocle]]. Wizards start with 1500 gold. Casting a Spell for the first time each battle does not use a Wizard's action.
|spe1=Yes
|sta1=+3
|ran1=10
|img1=File:Wizard_Starting_Gear_and_Passives.png
|sta1=3
|name2=Arcane Beam
|img1=File:Wizard_Arcane_Beam.png
|desc2=Shoot forth a penetrating beam of pure arcane energy that deals 5 damage in a line.
|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
|spe2=Yes
|ran2=10
|ran2=10
|sta2=3
|sta2=3
|img2=File:Wizard_Arcane_Missiles.png
|img2=File:Wizard_Arcane_Beam.png
|name3=Blizzard
|name3=Arcane Missiles
|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.
|desc3=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.
|spe3=Yes
|spe3=Yes
|ran3=10
|ran3=10
|rad3=5
|lim3=Combat
|sta3=3
|sta3=3
|img3=File:Wizard_Blizzard.png
|img3=File:Wizard_Arcane_Missiles.png
|name4=Fireball
|name4=Blizzard
|desc4=Throw a ball of fire dealing 10 damage at a target.  Rolling a critical drastically increases the size of this fireball to hit a 3x3 area around your target.
|desc4=Summon forth a cloud of ice rain in a targeted area. This storm deals 3 damage at the end of each of your turns and lasts until combat ends or the cloud is disrupted.
|spe4=Yes
|spe4=Yes
|ran4=10
|ran4=10
|rad4=5
|lim4=Combat
|sta4=3
|sta4=3
|img4=File:Wizard_Fireball.png
|img4=File:Wizard_Blizzard.png
|name5=Ice Blast
|name5=Fireball
|desc5=Deal 7 damage to all targets adjacent to 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.
|desc5=Throw a ball of fire dealing 10 damage at a target. Rolling a critical drastically increases the size of this fireball to hit a 3x3 area around your target.
|spe5=Yes
|spe5=Yes
|mel5=Yes
|ran5=10
|rad5=3
|sta5=3
|sta5=3
|img5=File:Wizard_Ice_Blast.png
|img5=File:Wizard_Fireball.png
<!--
|name6=Ice Blast
I'll just put this here so we don't have to put it in again.~~~~
|desc6=Deal 8 damage to all targets adjacent to you. If you have not moved, and cast Ice Blast a second time, its stamina cost is removed.
|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
|spe6=Yes
|int6=Yes
|mel6=Yes
|tbagem=Yes
|sta6=3
|sta6=3
|img6=File:Wizard_Rampant_Chorus.png
|img6=File:Wizard_Ice_Blast.png
|}
}}
-->
 
==Former Abilities==
These abilities are either retired, or removed because of special circumstances.
{{Class Card Sheet
|name1=Rampant Chorus
|desc1=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.
|spe1=Yes
|int1=Yes
|sta1=3
|img1=File:Wizard_Rampant_Chorus.png
}}
}}


Line 53: Line 56:


*[[Nisovin]]
*[[Nisovin]]
*[[Desnuttes]]
*[[Elmar]]
*[[Elmar]]
*[[Dave]] in [[The Sunswords]] campaign
*[[Dave]] in [[The Sunswords]] campaign

Revision as of 22:58, 5 August 2015

The Wizard is a spell-casting class similar to the Sorcerer. Unlike the Sorcerer, however, the Wizard's abilities fulfill a much more aggressive role. This means that a Wizard can easily be the primary source of damage for a party, rivaling the power of even the most fearsome physical attackers.

Abilities

Name / Description Stamina Cost Image
Starting Gear and Passives +3
File:Wizard Starting Gear and Passives.png
Wizards start with an Oaken Staff, Cloth Robes, Arcane Signet, or Monocle. Wizards start with 1500 gold. Casting a Spell for the first time each battle does not use a Wizard's action.
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.
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 5 Combat 3
File:Wizard Blizzard.png
Summon forth a cloud of ice rain in a targeted area. This storm deals 3 damage at the end of each of your turns and lasts until combat ends or the cloud is disrupted.
Fireball Yes 10 3
File:Wizard Fireball.png
Throw a ball of fire dealing 10 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 8 damage to all targets adjacent to you. If you have not moved, and cast Ice Blast a second time, its stamina cost is removed.

Former Abilities

These abilities are either retired, or removed because of special circumstances.

Name / Description Stamina Cost Image
Rampant Chorus Yes Yes 3
File:Wizard Rampant Chorus.png
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.

Notable Wizards

Trivia