Difference between revisions of "Wizard"

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===From the [[7.0]] Rulebook===
 
===From the [[7.0]] Rulebook===
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[[Image:Wizardsheraldry.gif|thumb|symbol for the wizard's guild cica [[6.0]]]]
 
The alchemists of the Dark Ages can be said to be Wizards, but 10,000-year
 
The alchemists of the Dark Ages can be said to be Wizards, but 10,000-year
 
old cave paintings in France indicate that the concept of fusing the spirit and
 
old cave paintings in France indicate that the concept of fusing the spirit and

Revision as of 15:07, 25 October 2008

Wizard Class

wizsneeze.jpg

From the 7.0 Rulebook

symbol for the wizard's guild cica 6.0

The alchemists of the Dark Ages can be said to be Wizards, but 10,000-year old cave paintings in France indicate that the concept of fusing the spirit and physical worlds has been with us since the start.

Examples:

Alannon, Gandalf, Morgana le Fey, Erasmus, Merlin, the Ithryn Luin

Garb:

Yellow sash

Armor:

None

Shield:

None

Weapons:

See the Magic section for a listing of weapons used. Weapons subtract from the Wizard’s magic points.

Immunities:

None

Lives:

4

Abilities & Traits:

Magic-user: Wizards are magic-users and gain magic at each level. See the Rules of Magic Section for more details.

Wizard Magic

  Magic Name Type School Use Cost/Max Range
First Level Bladesharp/Bludgeon E Sorcery 1/game 1/4 T
Cancel S Sorcery Unlimited 0/- 50'
Heat Weapon S Flame 1/life 1/4 20'
Honor Duel S Sorcery Unlimited 1/4 20'
Iceball B Subdual 1 bolt/U 1/2 -
Imbue Shield E Protection 1/game 1/4 T
Magic Bolt B Sorcery 1 bolt/U 1/4 -
Shove S Sorcery 1/life 1/4 20'
Stun Weapon E Subdual Unlimited 0/- T
Talk to Dead S Spirit 1/game 1/- T
Second Level Circle of Protection FE Sorcery Unlimited 2/- T
Forcewall FE Sorcery 1/game 1/4 T
Harden E Protection 1/game 1/4 T
Hold Person S Subdual 1/life 1/4 20'
Lightning Bolt B Flame 1 bolt/U 1/4 -
Liplock E Sorcery Unlimited 12/- T
Mend S Spirit 1/life 1/8 T
Messenger E Sorcery 1/game 1/- T
Protection from Flame E Protection 1/game 1/4 T
Wounding S Death 1/life 2/2 20'
Third Level Ambidexterity N Neutral Unlimited 2/- -
Anti-Magic FE Sorcery 1/game 1/2 T
Dispel Magic S Sorcery 1/game 1/4 20'
Extension N Neutral 1/life 1/2 -
Mutual Destruction S Death 1/game 1/4 50'
Protect E Protection 1/game 1/2 T
Protection from Projectiles E Protection 1/game 1/4 T
Touch of Death E Sorcery/Death 1/game 1/4 T
Wind S Sorcery 1/game 2/2 LOS
Yield S Control 1/game 1/2 50'
Fourth Level Doomsday S Death 1/game 2/1 LOS
Finger of Death S Death 1/game 2/2 50'
Fireball B Flame 1 bolt/U 2/2 -
Imbue Weapon E Sorcery 1/game 1/4 T
Protection from Magic E Protection 1/game 1/4 T
Pyrotechnics S Flame 1/game 1/4 50'
Sever Spirit S Spirit 1/life 2/4 T
Teleport S Sorcery 1/game 1/4 T
Fifth Level Advancement N Neutral 1/game 1/1 -
Flight E Sorcery 1/game 2/4 Self
Lend N Neutral 1/game 1/4 -
Reanimate E Spirit 1/life 2/2 T
Vivify N Neutral 1/game 2/1 -
Sixth Level Defend E Protection 1/game 2/1 Self
Expertise N Neutral 1/game 2/1 -
Killing Grounds FE Death 1/game 2/1 T
Sphere of Annihilation B Sorcery 1 bolt/U 2/1 -
Stack N Neutral 1/game 1/4 -


Wizards throw Lightning Bolts.


Check out the Class or Abilities and Traits pages for more information.