The Wizard is an arcane master undiluted by tenets of greed, faith, natural law, or self-indulgence. Often the advisers to kings and emperors, Wizards represent the pinnacle of practical knowledge on Aerynth. These studious sages are anything but frail, however. They can weave themselves into the shadows, disappear and reappear elsewhere at will, conjure otherworldly beasts to fight on their behalf, unleash devastating magical damage, and devour the will of lesser spell casters.
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Wizard Information
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Base Classes
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Mage
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Races
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Aelfborn, Elf, Human, Irekei, Nephilim, Shade, Vampire
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Disciplines
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Archmage,
Battle Magus,
Blade Weaver,
Belgosch,
Blood Prophet,
Commander,
Conjurer,
Enchanter,
Gorgoi,
Shroudborne,
Sun Dancer,
Traveler,
Undead Hunter,
Wyrmslayer
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Mastery Runes
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Master of Daggers, Master of Staves
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Skills Granted
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Wizardry (level 10)
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Wizard Static Powers These powers cannot be trained higher. Use these ranks to plan accordingly.
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Stances
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Weapon Powers
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- Translocation enables a Wizard to escape danger with ease or to set up unique attack strategies, but be wary of damage over time effects, which will follow along with you.
- As a Nephilim or Gorgoi, you can sustain flight indefinitely with Mystic Bolt's stamina drain component.
- Combining Weakening, Sign of H'gaan, and Sign of Sorthoth will impose an absolutely crushing 200-point reduction to both Strength and Dexterity.
- It is best to ignore Charm of Illumination and Charm of Haste, as these effects are easily obtained from an alchemist's potions.
- Wizards may cast one of the very rare stacking spell damage resistance debuffs, Sign of Glauror, enabling them to contribute to many mage-heavy specialized group compositions.
- Greater Translocation can be used with a group to disorient your enemies or to escape a surprise flank.
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