Skip to content
BlackVegetable edited this page Apr 29, 2013 · 26 revisions

Role

The wizard base class is a component in the following classes:

Battle Mage, Trickster, Arcane Archer, Sorcerer, Nightblade, Spellsword, and Tactician.

Statistics

Starting Statistics

All starting statistics are modified by which race and secondary class is chosen. However here are the unadjusted stats for the Wizard:

  • Strength: 5

  • Dexterity: 10

  • Cunning: 7

  • Sorcery: 19

  • Piety: 14

  • Constitution: 7

  • Starting HP: Base 50 - 4 * 3 Constitution + 0 Wizard Bonus = 38 HP

  • Starting MP(Primary): Base 40 + 3 * 4 Piety = 52 MP

Starting as a secondary

Characters with Wizard as a secondary class gain the following bonuses:

  • +4 Sorcery
  • +2 Piety
  • Starting MP Base = 30

Levelup Stats

Fractions of a point are applied only once they total whole numbers.

  • Strength: +0

  • Dexterity: +1/4

  • Cunning: +0

  • Sorcery: +3/2

  • Piety: +1

  • Constitution: +1/4

  • HP Gained: Base 5 + 0 Wizard Bonus = 5 HP (not including Constitution bonuses)

  • MP Gained (primary): 8 MP (not including Piety bonuses)

  • MP Gained (secondary): 5 MP (not including Piety bonuses)

Wizard Spell Learning

All classes capable of casting spells may choose any spells from the Mystical, Primal, Natural, and Illusion schools of magic. Each Wizard-secondary class has access to an exclusive school of magic. However, as they are not primarily Wizards, they will have less mana and spellpower to use them with.

Wizard Primaries are given three spells on character creation and select one spell every even level and two every odd level afterward. However, Wizard-primaries only select skills every 4th level.

Wizard Secondaries have a single spell chosen for them on character creation and select one spell each level afterward. Wizard-secondaries only select active abilities every 3rd level.

Spells are chosen from tiers of magic. Each tier spans across four levels. The first tier is for levels 1-4, the second from 5-8, etc. Characters cannot choose spells from tiers outside their level range.

Abilities

Starting Abilities

  • Magic Guard
    • Cost: 3 AP, Ends Turn
    • Effect: Self-buff; Prepare for incoming magic attacks. +3 Magic resist, +10% Arcane Resistance. Will not break stealth.
    • Duration: Next turn only

Skills

Level 2

  • Gather

    • Cost: 6 AP
    • Effect: Self-buff; Gather magical energy in the environment. +5 Spellpower, +10% Arcane and +15% Divine Damage.
    • Duration: Remainder of this turn
  • Reverse Hex

    • Cost: 10 AP
    • Effect: Dispel; Remove one random negative status effect from an ally or yourself. Cannot remove bleeding effects.
    • Cooldown: 4 Turns (5 turns in program code.)
    • Range: 1 tile (melee)

Level 4

  • Spell Sight
    • Cost: 3 AP
    • Effect: Self-buff; +3 Spellpower, +5 Ranged Accuracy, lasts until your next spell or ranged attack used.
    • Cooldown: 1 Turn

Level 6

  • Runic Dust
    • Cost: 5 AP
    • Effect: Debuff; Throw ancient dust on a foe, lowering its magic resistance by 2 + 1 per level.
    • Range: Melee
    • Duration: 3 Turns (does not stack)
    • Cooldown: 1x per turn

Level 8

  • Befuddle
    • Cost: 12 AP
    • Effect: Debuff/Tactical; Pose a confusing paradox to your foe. Decreases the chance the enemy will target you and will Rarely cause a one turn stun.
    • Range: 3 Tiles
    • Cooldown: 3 Turns

Traits

  • Reservoir:

    • Gain a permanent bonus to your maximum mana.
    • Rank I: +10 Max mana
    • Rank II: +15 Max mana
    • Rank III: +20 Max mana
    • Rank IV: +25 Max mana
  • Survivor:

    • Gain a permanent bonus to your maximum health and intuition.
    • Rank I: +4 Max HP, +1 Intuition
    • Rank II: +8 Max HP, +2 Intuition
    • Rank III: +12 Max HP, +3 Intuition
    • Rank IV: +16 Max HP, +4 Intuition
  • Spell Focus: Illusion:

    • Give various benefits to casting Illusion spells. (Benefits only apply to illusion spells.)
    • Rank I: Illusion spells Refund 1 MP, +1 Spellpower.
    • Rank II: Illusion spells Refund 1 MP, +2 Spellpower, +1 Magic Resist vs. illusion
    • Rank III: Illusion spells Refund 2 MP, +3 Spellpower, +2 Magic Resist vs. illusion
    • Rank IV: Illusion spells Refund 2 MP, +5 Spellpower, +4 Magic Resist vs. illusion
  • Spell Focus: Primal:

    • Give various benefits to casting Primal Spells (Benefits other than max MP only apply to primal spells.)
    • Rank I: +2 Spellpower, +1 Maximum MP
    • Rank II: +4 Spellpower, +2 Maximum MP, +1 Magic resist vs. primal
    • Rank III: +6 Spellpower, +3 Maximum MP, +2 Magic resist vs. primal
    • Rank IV: +8 Spellpower, +5 Maximum MP, +4 Magic resist vs. primal
  • Spell Focus: Natural:

    • Give various benefits to casting Natural Spells (Benefits only apply to Natural spells.)
    • Rank I: +1 Spellpower, +5% Healing
    • Rank II: +2 Spellpower, +10% Healing
    • Rank III: +3 Spellpower, +15% Healing
    • Rank IV: +4 Spellpower, +20% Healing
  • Spell Focus: Mystic:

    • Gives various benefits to casting Mystic Spells (Benefits only apply to Mystic spells.)
    • Rank I: +2 Spellpower, +1 Magic resist vs. mystic
    • Rank II: +4 Spellpower, +2 Magic resist vs. mystic
    • Rank III: +6 Spellpower, +3 Magic resist vs. mystic
    • Rank IV: +8 Spellpower, +4 Magic resist vs. mystic
  • Spell Focus: Bane:

    • Gives various benefits to casting Bane spells (benefits other than +elemental damage apply only to Bane spells.)
    • Rank I: +1 Spellpower, +7% Shadow Damage
    • Rank II: +2 Spellpower, +14% Shadow Damage
    • Rank III: +3 Spellpower, +21% Shadow Damage
    • Rank IV: +4 Spellpower, +28% Shadow Damage
  • Spell Focus: Enchantment:

    • Gives various benefits to casting Enchantment spells (benefits apply only to Enchantment spells.)
    • Rank I: +1 Spellpower, Enchantment spells Refund 1 MP
    • Rank II: +2 Spellpower, Enchantment spells Refund 2 MP
    • Rank III: +4 Spellpower, Enchantment spells Refund 2 MP
    • Rank IV: +5 Spellpower, Enchantment spells Refund 3 MP
  • Spell Focus: Mental:

    • Gives various benefits to casting Mental spells (benefits other than Max HP apply only to Mental spells.)
    • Rank I: +2 Spellpower, +2 HP
    • Rank II: +4 Spellpower, +4 HP
    • Rank III: +6 Spellpower, +6 HP
    • Rank IV: +8 Spellpower, +8 HP