Wizard: Difference between revisions
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The '''Wizard''' is | The '''Wizard''' [[class]] of [[Unforgotten Realms Live]] is capable of casting spells, similar to 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. | ||
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Revision as of 01:40, 6 August 2015
The Wizard class of Unforgotten Realms Live is capable of casting spells, similar to 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 | |||||||||
| 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 | |||||||
| Shoot forth a penetrating beam of pure arcane energy that deals 5 damage in a line. | ||||||||||
| Arcane Missiles | Yes | 10 | 3 | |||||||
| 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 | |||||
| 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 | |||||||
| 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 | |||||||
| 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 | |||||||
| 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
- Nisovin
- Desnuttes
- Elmar
- Dave in The Sunswords campaign
Trivia
- Fireball can be used as a makeshift "Spell of shaving."
| Classes | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Playable Classes | Alchemist | Bandito | Bard | Berserker | Bonedancer | Booty Raider | Buccaneer | Cabalist | Death Knight | Dreamweaver | Enchanter | Flamedanseur | Fleshweaver | Hydromancer | Lumberjack | Magician | Monk | Paladin | Petalwalker | Puppeteer | Ranger | Rouge | Runemaster | Sandbender | Sea Chef | Seeker | Shaman | Sharpsword | Sheriff | Sorcerer | Spellslinger | Spellthief | Swashbuckler | Sun Cleric | Templar | Thane | Theurgist | Warrior | Witch | Wizard | ||||||||
| Class: Wizards | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Starting Gear | Apprentice Hat | Intelligent Attribute | Monocle | ||||||||
| Abilities | Arcane Beam | Arcane Missiles | Blizzard | Fireball | Ice Blast | Pyroblast | ||||||||
| Former Abilities | Rampant Chorus | ||||||||
| Player Wizards | Beautressa Cobbler | Dave | Desnuttes | Elmar | Ladyir | Raynel | Rick Snot | ||||||||
| NPC Wizards | Coober | Fizzy Wizzy | Ghana Ens Sin | Rebooc | ||||||||


