The Wizardclass of URealms 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.
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.
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.
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.
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/cards.html#type=legendary&title=Legendary%20Item&subtitle=The%20Cowgirl%20Gunstaff&text=Anytime%20you%20Teleport%20from%20an%20Ability%20or%20Passive%2C%20you%20gain%20100%20gold.%20You%20may%20learn%20and%20unlearn%20any%20Ability%20from%20the%20Witch%20Class%20while%20out%20of%20combat%20by%20meditating%20for%20a%20few%20moments.%0A%0A%3CLORE%3EThis%20card%20was%20part%20of%20the%20%22Okagnoma%20Guild%20Hall%22%20campaign%20and%20is%20not%20included%20in%20the%20base%20decks.&art=treasure&gem1=legendary&gem2=weapon&gem2text=8&gem3=melee&gem3text=5 The Cowgirl Gunstaff]