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Tier: 3
Alignment: Neutral
Wiki Information
Entrance:
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The Wizard is an advanced spell caster. Wizards are extremely powerful in this regard: their spells will always do more damage than non-wizards and tend to use fewer Magic Points.
Wizards are possessed of a variety of utilitarian powers, each one enabling him to achieve his goals in a broad sense. Because of this, Wizards tend to be able to adapt easily to any situation.
| | | Cosmic Affinity (30 CP)  Your understanding of magic has brought you more in tune with the cosmos. This skill increases the character's maximum Magic Point total by 15 points. |
| | | Cosmic Mastery (60 CP)  Your understanding of magic is matched by few within the Nexus. This skill further increases the character's maximum Magic Point total by an additional 15 points. |
| | | Cosmic Oneness (90 CP)  Your understanding of magic is such that you are intimately aware of the universal fabric. This skill further increases the character's maximum Magic Point total by an additional 15 points. Additionally, the character's Magic Point regeneration rate will be increased. |
| | | Enchant Armor (30 CP)  You are capable of binding magics into armor, making it more powerful and useful. This skill allows the character to imbue most types of armor with magical properties. The amount any one suit of armor can be enchanted depends on the armor itself. This skill requires a great deal of Magic Points and becomes more difficult the more a suit of armor has been enchanted. |
| | | Enchant Item (30 CP)  You are capable of binding magics into items, making them more powerful and useful. This skill allows the character to imbue many items with magical properties. The amount any one item can be enchanted depends on the item itself. This skill requires a great deal of Magic Points and becomes more difficult the more an item has been enchanted. |
| | | Enchant Weapon (30 CP)  You are capable of binding magics into weapons, making them more powerful. This skill allows the character to imbue most weaponry with magical properties. The amount any one weapon can be enchanted depends on the weapon itself. This skill requires a great deal of Magic Points and becomes more difficult the more a weapon has been enchanted. |
| | | Greater Infusion (30 CP)  You are more adept at the mystical science of infusion. Your infusions are more powerful. For every Magic Point spent infusing a location the location's infusion will strengthen by 2. Further, the Wizard may infuse an area regardless of its occupants. |
| | | Nexus Affinity (30 CP)  Your understanding of the Nexus has given you greater insight to how magic works, enabling you to be more efficient with your spells. This skill applies a permanent, innate 25% reduction in the number of Magic Points required to cast spells (or any other activity that requires the use of Magic Points). There will always be a minimum number of 1 Magic Point, however. |
| | | Nexus Empowerment (30 CP)  Your understanding of the Nexus has given you greater insight to how magic works, enabling your spells to deal more damage over all. This skill applies a permanent 25% increase in the damage dealt by any spells cast by the wizard. The damage bonus is applied only to the base damage dealt by the spell in question, before any factional or status effect bonuses are applied. |
| | | Staff of Power (30 CP)  Your have learned to harness your power through a magical staff. The staff is both a powerful weapon and a versatile tool. Upon purchase of this skill, the character creates a Staff of Power. The staff contains a supply of 30 charges which will be consumed through various activities. The staff may be used as a melee weapon and has a ranged attack (both of which consume charges). The character may replenish charges in the staff. |
| | | Sphere of Destruction (60 CP)  You are capable of generating a powerful Area of Effect attack with your staff. This ability allows the wizard to cast a powerful Area of Effect attack. This attack will not harm faction members. It consumes a great deal of charges. |
| | | Sphere of Annihilation (90 CP)  You are capable of generating a powerful Area of Effect attack with your staff. The attack deals an amount of Magic Point damage in addition to its regular damage. This ability allows the wizard to cast a powerful Area of Effect attack that deals Magical damage as well as sapping Magic Points from the targets. This attack will not harm faction members. It consumes a great deal of charges. |
| | | Staff of Might (60 CP)  Your staff has grown more poweful. This skill increases the number of charges that the staff contains to 60. The damage dealt by staff attacks has increased. Further, the staff will now recharge itself at a rate of 5 charges per day. |
| | | Staff of Wizardry (90 CP)  Your staff is now capable of storing an amazing amount of power. This skill increases the number of charges that the staff contains to 100. The damage dealt by staff attacks has further increased. Further, the staff will now recharge itself at a rate of 10 charges per day. |
| | | The Drawing of Power (60 CP)  Your connection with your staff of power has increased to where you are able to draw magic from its interior source. The wizard may now convert charges from the staff into Magic Points. 15 Magic Points are granted at the expense of 4 charges and 5 Action Points. |
| | | Wings of the Magus (60 CP)  You are capable of generating a short-term flight power through your staff. This ability grants the Wizard a temporary flight ability after spending a charge from the staff. The Wizard may fly or land at will while the effect is active. The wizard will spend 1 Magic Point per minute while flying. |
| | | Wisp Form (30 CP)  You are capable of assuming a gaseous state. This allows you to enter closed places easily. You cannot be harmed by most weapons while in wisp form. When entering wisp form, you will be immune to non-magical weapons (including the Pariah's Blood Claws, the Infernal Behemoth's Tailwhip, but not enhanced attacks, such as Lesser Smite). Further, you are unable to attack using non-magical weapons yourself, nor may you search or otherwise interact with the material world. You can, however, cast spells (and be affected by them), use gates and portals, and attack using magical weapons. This is a toggle power, but consumes Magic Points for every action you perform while it is active. |
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