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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.

 

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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