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Wizard

A few arcane words and a fleeting gesture carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over the spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.

Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.

Due to the Wizards commitment to magic, they will only wield a magical staff.
Base Stats Hit Points Initiative Magicka Stamina
70 5 150 0
Ability Mod Cost Flavour Rules
Rank 1
Book of the Arcane 10 15 A minor ward designed to protect the initiate against ruffians. Defense +10/3 rounds
Dispel 15 15 Before a wizard learns to make spells they must first learn to unmake spells. May be used on the defense as a +15 vs. spells. Otherwise may be used to remove a spell currently active on a target.
Enchant Weapon 15 10 Weapons are crude and ineffective but our spells can change that. Enchants a weapon, see the list of enchantments for more.
Hypnotic Patterns 10 10 Particular wavelengths when correctly distributed will lull the unwary, even rendering them unconscious. No damage, target is put to sleep for 1 round
Presdigiation 0 5 Every mage knows enough minor tricks to amuse the commoners. Generic
Analyse 10 10 Notice the incantication arc that shapes the spell, are you paying attention back there? Identify magic or magical items. It can also allow you to improve a spell. When used in this manner your target receives a +10 to their next non-attack spell.
Sphere of Light 5 5 If there is any more proof of wizardly power it is the ability to create these miniature suns. Illuminates the area making it easier to see. Also provides a +10 bonus to spot checks and defense versus sneak attacks. Lasts one hour.
Arcane Missile 10 5 Though experienced wizards know better novices find these energy bolts useful to their studies. Damage
Rank 2
Bind Sight 15 10 You shall be my eyes, old man. Regardless of whether you wish it. Bind your sight to a target allowing you to see what they see. May be cast upon any target within sight. You may then whisper them at any time to receive a description of what they see. Lasts up to one hour.
Counterspell 10 15 Well at least all that arcane gibberish was impressive. May be used immediately anytime a spell is cast. If the counterspell roll beats the spell roll the spell fails. You can only attempt to counter a spell once.
Levitation 20 25 With practice and patience a mage may learn to survive any fall and avoid queues to boot. Allows you to sink safely to the ground. In combat it renders you immune to being immobilised. Defense +20/3 Rounds
Mana Battery 15 15 The flows of magic may be directed by others but only because we allow it. Anytime a spell is cast by anyone you regain 5MP, lasts 3 rounds
Searing Rays 15 15 Fire is a conjuror's trick. To truly have an effect you must create heat. Forcing it along a channel can cut metal and melt flesh. Damage. Target gets no armour or shield bonus when rolling defense.
Wave of Force 15 10 To give energy mass is difficult but well worth the effort when you knock someone off a cliff with sparkles. Target is knocked back up to three spaces. If they hit a wall or obstacle they suffer 1d20 damage
Teleport 15 15 Understanding the illusion of space the mage can use magic to bend two locations until they touch. Then they may traverse the world with a single step. Teleport. May be used as an escape roll.
Kell's Conjuration 15 10 Logic often runs counter to reality. For example logic dictates a phantasm cannot harm you. Damage
Rank 3
Disjunction 30 50 The pinnacle of power is not to wield it but to deny it. Ends all spells in effect. All magic items become useless for 3 turns. Those affected, including caster, make a single defense roll to protect their spells and items. Null Cloaks offer no protection against this spell. Null Runes function as normal.
Planar Gate 30 45 A mage of power has many allies and can call on them at a moment's notice. Summon a being of power to assist you. The demon, angel or even abomination makes a single attack on your behalf. This attack automatically hits, dealing an unstackable 3d10 damage.
Omnipotence 30 80 Cushioned on a wave of power, few can strike at a mage in his element. Transcend the very earth. You rise into the air, floating on the currents of magic. You receive +30 defense vs all non-magical attacks. Your spells receive a +10 stackable modifier. You are also immune to falling damage, being moved by any effects or being immobilised. Lasts until end of combat.
Slipback 10 20 Achieving mastery over the timestream I knew now and then. So I took the one thing I knew would grant me victory, I summoned myself. A second you appears. Both of you get an immediate action which cannot be Slipback, after which they go back to the future. You lose your next turn due to temporary paradox.
Solipsism 20 30 Few realise the true power of thought manipulation. Yes, you may cause someone to believe something is. However what if you made them think something isn't? The target cannot attack or be attacked as they believe everything but themselves is an illusion. Each round they may attempt a new defense, otherwise the spell lasts an hour.
Cast Aside 20 15 To be an archmage is to know magic like no other. Your merest gesture casts others aside like chaffe on the wind. Damage
Torment 20 20 A strange spell capable of manipulating the victim's raw senses. Channelled correctly the pain quickly becomes unbearable. Damage. If you cast Torment the previous turn then it costs 0MP to cast