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Wizard
Wizardry is
the form of utilizing Air and Lightning into elemental Etheria in the form of
spells. Air and Lightning is taught an learned by Wizards who desire to master
the elemental power of Wind. This tends to grant many powers and knowledge of
how weather works and utilizing weather in spells. Wizards spend most of their
time learning a science called meteorology in order to calculate and utilize
spells in combining nature’s elements of wind to better or worse uses. Such as
conjuring Storms or causing lightning to leave the palm of their hands is but
one of few things a Wizard can do. Wizards are also one of the Four Mages of the
Elemental Diamond that contains Earth, Water, and Fire. Wizards and Geomancers
are opposites since lightning does not hurt earth for being flat and so low to
the ground and therefore either side have developed a even relationship though
Water does not favor Wind and Lightning because Water can be an excellent
conductor for lightning powers.
The Art of
conjuring Weather and reading the Sky and Clouds has always been a useful trait
to Wizards and his party. Wizards take good advantage of reading the Sky and
Clouds smacking their lips occasionally tasting the air to sense electricity for
lightning or dampness for rain. They know when it is hot in the day it is
possible for thunder and lightning storms. If the Air is frigid and wet there is
possible snow or Hail coming this way. They also are able to get directions by
judging the Winds that blow regardless of how little there is. This sense of
Wind direction let’s them know where the wind is blowing and how to set
directions if the party is facing north, south, east, or west. In all studies
Wizards have shown usefulness not just as Mages for parties but when to travel
as well as preparation for difficult whether to come.
Benefits>
Weather Sense> This ability allows a Wizard to sense direction using wind and
where they are facing. In open area the winds blow certain ways and direction
because of different winds from the North, South, East, and West helping
position of what direction the party is in at the point of time. Also Weather
Sense can assist in knowing what kind of Weather there is going to be today
though a Roll of d4 is made to determine if the Wizard is Correct, misinformed,
or Wrong. Asking the Host to use this ability in finding out your direction or
what type of weather today will be helps a bit on your travels.
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Spell
Name
|
Effect
of Spell
|
Exp
Cost
|
Spell
Difficulty
|
|
Gust
|
Push
Spell
|
20
Exp
|
SCD>
6
|
|
Description:
The spell is not strong but can cause a target in front of the Wizard of
Large or smaller size to be knocked down for 1 round. The target in front
of the Wizard must make a Reflex Save Difficulty 14 or be knocked down for
1 round (Flat Footed) on a successful save or not the target is still 5ft
(one space) away from the Caster.
|
|
Float
|
Fall
Slowly
|
20
Exp
|
SCD>
6
|
|
Description:
Float is a very useful spell to avoid Falling Damage since your character
or target of this spell can fall 5ft in the air each round or equal to 1
minute. Float also makes a person light on their feet so walking on rather
fragile, unstable, slippery, or unstable surfaces do not penalize. Also
Float causes the target of the spell to jump twice their total height and
distance with out harming themselves.
|
|
Whisper
Message
|
Silent
Wind Spell
|
20
Exp
|
SCD>
6
|
|
Description:
Whisper Message carries a silent Whisper to Allies at a range equal to the
movement of the Caster equivalent to a range as if it was twice their
movement. Any Message is carried around to the closest target(s) in the
radius of the Caster’s movement x2 conveying the message. Others
non-ally to the Caster cannot hear the message and therefore are unable to
intercept it. Also those that receive the message can Whisper a Message
back to the Caster of the spell. This lasts for 2d4 rounds and conveys
several conversations in silence.
|
|
Wet
Fog
|
Concealed
|
40
Exp
|
SCD>
12
|
|
Description:
The moisture of this fog causes targets that are enemies a -6 to sight
checks and a -4 to actions against the Caster and his allies in the Fog.
The Fog is equal to the Movement of the caster and offers a +4 to stealth
Checks. When in combat the Enemy is treated as if Blind but with a -4
penalty instead of normal blind status. Blind Fighting and Shooting
nullifies the -4 penalty to enemies if they have it.
|
|
Hailing
Winds
|
Dampens
ability
|
40
Exp
|
SCD>
12
|
|
Description:
A Sleet Storm of a 30ft Radius covers the area and moves along with the
caster. Allies and the Caster create a 5ft area that is not affected by
the storm and those non-ally are reduce to half their movement and reduce
vision only up to 10ft.
|
|
Shocking
Zap
|
Attack
Spell
|
40
Exp
|
SCD>
12
|
|
Description:
Shocking Zap delivers 2d10 Damage +1 Electricity Damage for each piece of
Armor or Weapon made of metal. Upon a Critical Hit the target must make an
E.Resist Difficulty 14 or be d4 rounds paralyzed by the Electric Bolt.
This small Bolt of Lightning comes out of the hand and zaps its designated
target.
|
|
Lightning
Bolt
|
Attack
Spell
|
60
Exp
|
SCD>
18
|
|
Description:
“Come fourth surge of power from my hand and deliver a powerful bolt
that will devastate my enemies. Lightning Bolt!” This 4d10 Lightning Dmg
spell causes a single target massive pain and delivers and additional +1
Lightning Damage for Each Armor and Weapon made of metal. Upon a Critical
Hit it can cause d4 Paralysis further immobilizing the target making them
vulnerable.
|
|
Sulfuric
Rain
|
Attack
Spell
|
60
Exp
|
SCD>
18
|
|
Description:
Greenish clouds form in a 30ft radius up to a range of 60ft and rain
Acidic Water that burns targets dealing 2d10 Dmg automatically. Those
still caught in the Storm Rain and do not leave it suffer d8 Acid Damage
and d4 Acid Damage to All weapons and Armor if they do not leave in three
rounds. The Spell lasts for 2d4 rounds making it quite effective against a
group of enemies. Allies caught in the rain are also subject to the spell
since it does not distinguish who are allies or foes. At a +1 Difficulty
to SCD a Caster may designate 5ft safe spots allies occupy in order to
prevent them from harm.
|
|
Electric
Cage
|
Instant
Spell
|
60
Exp
|
SCD>
18
|
|
Description:
All targets of melee or unarmed Attacks on the Caster receive 2d6
Lightning Damage and d4 rounds Paralysis. Electric Cage forms a Barrier
around the Wizard and can be instant when an attack of melee or unarmed is
made on the Caster. It provides a surging electrical barrier that becomes
visible and lasts for 2d4 rounds and anyone, all or not, that touches or
is touched by the shield are dealt 2d10 Damage and d4 paralysis being
instantly shocked.
|
|
Bolt
X
|
Attack
Spell
|
80
Exp
|
SCD>
24
|
|
Description:
The spell conjures a 6d10 Lightning bolt that strikes a target but
that’s not all any Target close to the initial Target that is wearing
metal is also hit for one dice lower than the 6d10 Damage. For example the
first target is hit for 6d10 and the second for 5d10, then the third for
4d10 and the fourth for 3d10. This spell can strike a target up to 60ft
and travel between targets up to 30ft.
|
|
Controlled
Weather
|
Weather
Change
|
90
Exp
|
SCD>
27
|
|
Description:
Wizards can try to change the local weather in a 60ft radius to a
different type of weather. As long as the weather works for the local
terrain its possible to cause changes in the weather. For Example out in
the desert with little water a Wizard can cause it to rain offering water.
What cannot be done for example is causing it to snow in a tropical
terrain since the Weather conditions are almost impossible to create snow
in jungle weather. The affect lasts for 24hrs and remains for 24hrs or
till the caster decides to cancel it by merely stating they end the spell.
|
|
Tornado
/ Hurricane
|
Attack
Spell
|
100
Exp
|
SCD>
30
|
|
Description:
The most intense weather spell possible to cast is this one since the
spell can affect on land or water. Tornado causes a huge funnel cloud to
appear 60ft away from the caster at a radius of 30ft to a height of 100ft.
Only creatures of Gargantuan Size or bigger are not affected by its winds.
Those caught in the funnel are lifted 10d10ft from the ground and fall
from that height. Hurricane works in open waters in a 60ft radius with the
eye of the storm being a 20ft radius. Those outside the eye of the
Hurricane suffer the same affects of tornado and are also subject to high
and drastic waves. Falling into the water causes a 10ft reduction in the
falling chart but still causes damage just 1 less than marked on the
chart. Creatures or Targets that can fly, float, or levitate are not
affected by these magical forces able to fly or float safely from harms
way.
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