Difference between revisions of "Wizard"

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===From the [[7.0]] Rulebook===
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===From the [[7.5]] Rulebook===
 
[[Image:Wizardsheraldry.gif|thumb|symbol for the wizard's guild cica [[6.0]]]]
 
[[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

Revision as of 21:51, 28 March 2009

Wizard Class

wizsneeze.jpg

From the 7.5 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 -

Links


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