Wizard

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

Crafting: Imbuing

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.

 

 

Talents

Level One

image

Scorch

AP: 6 | Mana: 10% | CD: 3 | Range: 6

Burns a Creature for 2d10 Damage over three Turns.

image

Jolt

AP: 6 | Mana: 6% | CD: 1 | Range: 6

Deals 1d10 Damage and makes the target less likely to Fixate on you for one Turn.

image

Nether Bolt

AP: 6 | Mana: 8% | CD: 1 | Range: 6

Blasts a Creature for 3d6 Arcane Damage.

Level Two

image

Lightning Bolt

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.

image

Blast Wave

AP: 6 | Mana: 22% | CD: 3 | Range: 6

Melts a Creature, reducing its AP and MP by 50% for one Turn.

image

Silence

AP: 2 | Mana: 20% | CD: 3 | Range: 6

Silences a target, preventing it from casting any Spells for one Turn.

Level Three

image

Invisibility

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.

image

Siphon Life

Passive Benefit

Successful casts of Lightning Bolt, Blast Wave, or Silence also restore 20% of your Maximum HP.

image

Void

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.

Level Four

image

Displacement

AP: 2 | Mana: 6% | CD: 1 | Range: 2

Shimmers out of existence, reappearing up to two Squares away.

image

Elemental Overload

Passive Benefit

Scorch, Jolt, and Nether Bolt have a 20% chance to fire again for free. Elemental Overload cannot trigger itself.

image

Chain Lightning

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.

Level Five

image

Pulsar

Cornerstone Talent
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.

image

Rewind Time

Cornerstone Talent
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.

image

Arcane Impetus

Cornerstone Talent
Passive Benefit

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.

Level Six

image

Arcane Seed

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.

image

All-Seeing Eye

AP: 1 | Mana: 14% | CD: 5

Your next spell cast this Turn has unlimited Range and does not require Line of Sight.

image

Spell Turning

Passive Benefit

Your deep study of hostile spells grants you an additional 12% Magic Resistance.

Level Seven

image

Immolation

AP: 0 | Mana: 20% | CD: 6

For two Turns, you deal 33% and take 66% more Damage.

image

Minor Gate

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.

image

Singular Focus

Passive Benefit

Your Critical Chance is increased by 1.

Level Eight

image

Slow

AP: 1 | Mana: 34% | CD: 6 | Range: 6

Reduces a chosen creature’s MP by 75% for two Turns.

image

Dismember

Passive Benefit

Successful Critical Hits also reduce the target’s MP by 2 for one Turn.

 

image

Void Bolt

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.

Level Nine

image

Snowstorm

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.

image

Greater Invisibility

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.

image

Shimmer

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.

Level Ten

image

Spellsteal

Cornerstone Talent
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.

image

Dragonfire

Cornerstone Talent
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.

image

Arcane Golem Form

Cornerstone Talent
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.

Level Eleven

image

Arc Lash

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.

image

Presence of Mind

Passive Benefit

Your Damaging Critical Hits restore 4% of your Maximum Mana.

image

Divergence

Passive Benefit

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.

Level Twelve

image

Killing Sanction

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.

image

Magic Breach

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%).

image

Loopback

Passive Benefit

Chain Lightning no longer reduces in Damage with each jump.

Level Thirteen

image

Fatal Flames

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.

image

Magic Armor

Passive Benefit

After not taking Damage for two Turns, gain 4 AC until you take Damage.

 

image

Ceaseless Bolts

Passive Benefit

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.

Level Fourteen

image

Doom

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.

image

Spell Shroud

Passive Benefit

Consecutively casting any of Displacement, Pulsar, or Shimmer without casting any other spells in between grants you Invisibility after each cast.

image

Fire Wall

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.

Level Fifteen

image

Incinerate

Cornerstone Talent
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.

image

Arcane Balance

Cornerstone Talent
Passive Benefit

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%.

image

Lightning Conduit

Cornerstone Talent
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.