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!
All creatures in the target area take 2d10 damage, or half if they succeed at a DC 6 + Int Reflex (Dexterity) Saving Throw.
Your deep study of hostile spells grants you an additional 12% Magic Resistance.
Emits a beam of dark energy that passes through all targets in range, dealing 3d6 damage, halving with each additional target passed through.
Pulses arcane energy around you, dealing 2d12 damage to any three targets of your choice within range. Only one instance of damage per target.
Melts a target for 3d10 damage, halving its AP and MP for its next Turn.
Deals 1d10 damage and Silences a target, preventing it from casting any Spells for one Turn.
Makes one target Invisible until the start of its next Turn. Invisibility is broken if it takes any Actions.
Drains 2d8 HP from a friendly target within range, then blasts an enemy for triple the amount drained. Cannot miss. Does not benefit from Tactical Insight.
Rubbery black tentacles fill a 3x3 area of your choice. All targets within take 1d8 damage, and their MP is halved. Lasts one Turn.
Shimmers out of existence, reappearing in a position of your choice within range. Can pass through solid objects.
Blasts a target for 1d4+Int damage. Triples in Mana cost and adds 1d4 damage each time you cast. Cannot miss. Does not benefit from Tactical Insight.
Deadly lightning erupts, dealing 6d4 damage to a target, then arcing to all enemies. Each jump removes one damage die. Requires line of sight to arc but ignores range limitations.
Blasts all adjacent targets with a flare of starlight and teleports you 2 squares in a random direction. Enemies that fail a DC 8 + Int Reflex (Dexterity) Saving Throw are also Blinded until the end of their next Turn.
Instantly resets your position, HP and Mana to their values at the start of this Turn, retaining any damage or effects you dealt to enemies. Cannot be used at 0 HP (i.e. to remove fatal damage) or when undergoing certain other powerful effects.
When you are reduced to 0 HP, you are reflexively shrouded in arcane energies. You become untargetable, stabilised, and regain 10% Maximum HP and 10% Maximum Mana. You may not take further Actions on the same Turn.
Implants a creature with an arcane seed that deals 4d4 damage over 2 Turns. While a creature is affected, successful Wand attacks restore 12 Mana.
Your next spell cast this Turn that deals direct damage has unlimited Range and ignores line of sight restrictions.
You cannot move this Turn while you charge power towards a chosen creature. At the start of your next Turn, the target takes 19d4 damage. Energy Bolt will track a a target out of range, but not if it breaks line of sight.
Burns away 275% of your Maximum HP over this Turn and the next. During this time, all damage you deal is increased by 33%.
Creates a Gate with 100 HP that occupies one square and provides half cover. The Gate lasts for three Turns or until destroyed. During this time, you may Use the Gate, instantly teleporting you back to it regardless of range or line of sight restrictions.
Your Critical Threat Range is increased by 1.
Reduces a chosen creature's MP by 75% for its next two Turns.
Your spells destroy their targets' vital organs, reducing their ability to move for their next Turn, based on damage dealt.
30 - 59 damage: -1 MP
60 - 99 damage: -2 MP
100 - 149 damage: -3 MP
150 damage or more: -4 MP
Strikes a chosen creature for 1d10 damage. If they are under the effects of Arcane Seed, Blast Wave, Pulsar, or Silence, those effects are extended one Turn.
Summons a ring of frost that coalesces at the start of your next Turn. All creatures in its area take 4d8 damage and cannot move for their next Turn, unless they succeed at a DC 14 + Int Strength Saving Throw.
Invisibility is no longer broken on taking Actions, but its cooldown is increased by 1 Turn.
Shimmers out of existence, reappearing on top of a chosen creature within range, which takes 3d12 damage and is knocked 2 squares in a random direction. Huge, Colossal or Gargantuan creatures do not move.
Steals the last spell cast by a chosen creature, making it available to you for four Turns.
Emits a colossal cone of flame. All creatures in a 6-square cone take 29d6 damage, or half if they succeed at a DC 16 + Int Reflex (Dexterity) Saving Throw.
Summons a controllable Ice Golem of CR 9 + 0.5x Your Level with a large Presence Radius that generates a large amount of Presence Aura. The Ice Golem lasts for eight turns or until destroyed.