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.
You start with an Apprentice Hat or Monocle. You may start with the Intelligent Attribute. You start with 1700 gold. Casting a Spell for the first time each battle does not use up an Action.
Shoot a beam of pure arcane energy that can pierce through almost any terrain and deals 20 damage in a line. This spell does 10 damage if you do not know how to cast Arcane Missiles.
Unleash a barrage of missiles that deal 1 damage each that can be split at any number of Targets or focused onto a single Target. The number of Missiles you fire is equal to your roll and these missiles usually only miss on Critical Failures.
Summon forth a stormcloud that pelts the ground with shards of ice that deals 20 damage in an Area and freezing all Targets which prevents one of their Regular actions this round. This spell does 10 damage if you do not know how to cast Ice Blast.
Throw a ball of fire dealing 15 damage at a Target. Rolling a Critical Success causes all Targets adjacent to the point of impact to also take 15 damage.
Throw a massive ball of fire that deals 99 damage in an Area. Rolling a Critical Success incinerates most Targets, instantly killing them. This spell does 15 damage if you do not know how to cast Fireball.
Former Abilities
These abilities are either retired, or removed because of special circumstances.
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]