Masters of elemental powers thanks to lifelong study, Wizards combine the elements to create breathtakingly powerful spells. Driven by their thirst for knowledge and the importance of their mission, they tirelessly study ways to overcome obstacles.
Wizards have sacrificed their physical development for their studies. Fragile and feeble in health, they make up for their frailty by offering the highest potential for damage and a mysterious array of utility spells, such as detecting enemy weaknesses. Underestimating a Wizard is usually fatal!
Stats and Playstyle
Weapon: 2-handed Wand or 1-handed Wand with Spell Breaker
Primary Stat: Intellect
Recommended Secondary Stats: Dexterity, Wisdom
Recommended Itemisation: Spell Hit chance, Spell damage, Weapon Damage, Weapon Hit chance, Magic Resistance
Playstyle: Wizards are extremely frail if caught but should rely on allies for protection rather than items or stats. The Wizard’s job is to deal extreme amounts of damage, with a fallback on powerful wands. Therefore, a Wizard’s priorities are Spells then Weapons.
AP: 6 | Mana: 10% | CD: 3 | Range: 6
Burns a Creature for 2d10 Damage over three Turns.
AP: 6 | Mana: 6% | CD: 1 | Range: 6
Deals 1d10 Damage and makes the target less likely to Fixate on you for one Turn.
AP: 6 | Mana: 8% | CD: 1 | Range: 6
Blasts a Creature for 3d6 Arcane Damage.
AP: 6 | Mana: 18% | CD: 3 | Range: 6
A chosen Creature is Paralyzed for one Turn, unless it succeeds at a DC 10 + Int Reflex (Dexterity) Saving Throw.
AP: 6 | Mana: 22% | CD: 3 | Range: 6
Melts a Creature, reducing its AP and MP by 50% for one Turn.
AP: 2 | Mana: 20% | CD: 3 | Range: 6
Silences a target, preventing it from casting any Spells for one Turn.
AP: 2 | Mana: 14% | CD: 3 | Range: 6
Makes a chosen Creature Invisible for one Turn. Invisibility is broken if it takes any Actions. Cannot be cast on a Creature already under the effect of Greater Invisibility.
Successful casts of Lightning Bolt, Blast Wave, or Silence also restore 20% of your Maximum HP.
AP: 6 | Mana: 14% | CD: 3 | Range: 6
A chosen Creature sinks into a Void for one Turn. During this time, it cannot be targeted or interacted with, and cannot see or hear anything outside the Void. Enemies can succeed at a DC 6 + Int Intellect Saving Throw to avoid being affected.
AP: 2 | Mana: 6% | CD: 1 | Range: 2
Shimmers out of existence, reappearing up to two Squares away.
Scorch, Jolt, and Nether Bolt have a 20% chance to fire again for free. Elemental Overload cannot trigger itself.
AP: 6 | Mana: 32% | CD: 0 | Range: 6
Deals 6d4 Damage to a chosen Enemy then jumps to up to five additional Enemies. Each jump reduces Damage by 20% and has unlimited Range but requires Line of Sight.
AP: 2 | Mana: 10% | CD: 1
Teleports you 2 Squares in a random direction. Enemies adjacent to both the Squares you start and finish on are Blinded for one Turn.
AP: 0 | Mana: 0 | CD: 4 | Range: 0
Instantly resets your position, HP and Mana to their values at the start of this Turn. Cannot be used to remove fatal Damage or certain powerful effects.
Damage that would otherwise reduce you to 0 HP gives you 10% of your Maximum HP. For one Turn after this effect is triggered, Enemies cannot target you. You must complete a Long Rest before you can use this ability again.
AP: 1 | Mana: 8% | CD: 4 | Range: 6
Deals 4d4 Damage over 2 Turns. Successful Weapon Attacks against the affected target restore 4% of your Maximum Mana.
AP: 1 | Mana: 14% | CD: 5
Your next spell cast this Turn has unlimited Range and does not require Line of Sight.
Your deep study of hostile spells grants you an additional 12% Magic Resistance.
AP: 0 | Mana: 20% | CD: 6
For two Turns, you deal 33% and take 66% more Damage.
AP: 4 | Mana: 20% | CD: 8 | Range: 6
Creates a Minor Gate lasting three Turns. For the same AP and Mana cost used to create the Minor Gate, you and your Allies can teleport to it from anywhere on the battlefield, regardless of Range or Line of Sight.
Your Critical Chance is increased by 1.
AP: 1 | Mana: 34% | CD: 6 | Range: 6
Reduces a chosen creature’s MP by 75% for two Turns.
Successful Critical Hits also reduce the target’s MP by 2 for one Turn.
AP: 2 | Mana: 22% | CD: 4 | Range: 6
Strikes a chosen Creature for 1d10 Damage. If they are under the effects of Arcane Seed, Lightning Bolt, Blast Wave, Pulsar, or Silence, those effects are extended by one Turn.
AP: 6 | Mana: 40% | CD: 6 | Range: 6×6
Blasts all Enemies in the target area for 4d10 Damage and Blinds them for one Turn.
AP: 2 | Mana: 46% | CD: 6 | Range: 6
Makes a chosen Creature Invisible for one Turn. This Invisibility is not broken by taking Actions. Cannot be cast on a creature already under the effect of Invisibility.
AP: 2 | Mana: 12% | CD: 0 | Range: 6
Shimmers out of existence, reappearing adjacent to a chosen Creature within Range, which takes 2d10 Damage and is knocked 2 Squares in a random direction. Huge,
Colossal or Gargantuan creatures do not move, but still take Damage.
AP: 6 | Mana: 22% | CD: 6 | Range: 6
Steals a random spell known by a chosen Enemy, making it available to you for four Turns.
AP: 6 | Mana: 40% | CD: 3 | Range: 6
Emits a colossal cone of flame. All Creatures in a 6 Square cone take 29d6 Fire Damage, or half if they succeed at a DC 16 + Int Reflex (Dexterity) Saving Throw.
Arcane Golem Form
AP: 6 | Mana: 0 | Range: 6
You become a powerful Arcane Golem. You cannot take any Actions in this Form besides resuming your normal Form, but you retain your Movement. Every Turn in this form drains 25% of your Maximum HP, restores 20% of your Maximum Mana, and radiates 2d12 Damage to all Enemies on the Battlefield (does not benefit from Spell Damage). As a Construct, you cannot regain HP by any means.
AP: 2 | Mana: 8% | CD: 0 | Range: 6
You tether yourself to a chosen Creature with Lightning. Remaining within 6 Squares of the target restores 4% of your Maximum Mana per Turn. If either you or the target exceed this distance, the tether breaks, dealing 2d12 Damage to the target. Only one Arc Lash can exist at a time.
Presence of Mind
Your Damaging Critical Hits restore 4% of your Maximum Mana.
You have a 10% chance for Enemy spells to miss you entirely, splitting into two and splashing onto two random Enemies within Line of Sight for half Damage each.
AP: 1 | Mana: 6% | CD: 6 | Range: 6
You mark an Enemy as your focus. While this effect is active, you cannot attack any other target, but you deal 20% increased Damage. The cooldown of this spell does not begin to count down until the marked Enemy dies.
AP: 4 | Mana: 18% | CD: 6 | Range: 6
Disrupts an Enemy’s magical defences, reducing their Magic Resistance by 25% for two Turns (to a Minimum of 0%).
Chain Lightning no longer reduces in Damage with each jump.
AP: 4 | Mana: 16% | CD: 4 | Range: 6
Imbues an Enemy with a fire seed. If the target dies to the effects of Scorch or Dragonfire, or while you are under the effect of Immolation, it also explodes on death, dealing 3d12 Damage to all adjacent Enemies.
After not taking Damage for two Turns, gain 4 AC until you take Damage.
Each successful cast of Nether Bolt or Void Bolt that is not a Critical Hit increases the chance for the next cast to be a Critical Hit by 1. This bonus is reset when either spell misses or is a Critical Hit.
AP: 8 | Mana: 40% | CD: 6 | Range: 6×6
Places a deadly curse on an Enemy lasting three Turns. The first spell the Enemy casts during this time triggers Doom, inflicting 10d10 Damage and affecting them with Silence.
Consecutively casting any of Displacement, Pulsar, or Shimmer without casting any other spells in between grants you Invisibility after each cast.
AP: 6 | Mana: 24% | CD: 3 | Range: 6×6
Creates a wall of flames 6 Squares long. Creatures suffer 4d10 Damage for each Turn they spend in the area.
AP: 6 | Mana: 20% per Turn | CD: 6 | Range: 6
Channel a beam of fire on an Enemy for up to five Turns. Moving or taking Damage cancels this effect. Deals 6d8 Damage, increased by 20% for each Turn spent channeling.
If your Current HP as a percentage is lower than your Current Mana, all Damage done to you is reduced by 20% If your Current Mana is a percentage is lower than your Current HP, all Damage you deal is increased by 20%.
AP: 6 | Mana: 38% | CD: 6 | Range: 6
You connect two locations within Range with a path of lightning for three Turns. Once per Turn, you can step on one location to zip instantly to the other. Doing so shocks all Enemies adjacent to both locations and along the path of lightning for 4d12 Damage.