Wizard
"A powerful magical person, who learns spells by engraving their incantations into his mind..."
Attributes:
Primary - Critical Spell:
For each point in Critical Spell you have a 1% chance when casting a spell to have it become a Critical Spell which has twice the duration, and twice the damage but costs twice the amount of Energy. If you do not have enough Energy for Critical Spell to happen then it won't happen at all for that Spell.
Secondary: Arcane Level 1-3:
Improves the effects of all Level 1,2, and 3 Spells.
Secondary: Arcane Level 4-6:
Improves the effects of all Level 4,5, and 6 Spells.
Secondary: Arcane Level 7-9:
Improves the effects of all Level 7,8, and 9 Spells.
Secondary: Energy Management:
For each point in Energy Management increase your Energy Pool by 2 Energy but lower your Maximum Health by 5.
Spell Chart:
The Wizard can only use a certain amount of each Level of spells. For example, at Level 1 a Wizard can only use 1 Level 1 spell until he has to wait for a Use Recharge.
A Use Recharge happens every 5 minutes and adds 1 use to every Spell level. While a Wizard is not moving a Use Recharge happens twice as fast (due to being able to concentrate better).
While a Wizard is sitting, a Use Recharge happens three times as fast.
Chart:
The first number if the level of the wizard, and the 9 after are the innate and max charges of each spell level (1 through 9)
1 - 1
2 - 2
3 - 2 1
4 - 3 2
5 - 3 2 1
6 - 3 3 2
7 - 4 3 2 1
8 - 4 3 3 2
9 - 4 4 3 2 1
10 - 4 4 3 3 2
11 - 5 4 4 3 2 1
12 - 5 4 4 3 3 2
13 - 5 5 4 4 3 2 1
14 - 5 5 4 4 3 3 2
15 - 5 5 5 4 4 3 2 1
16 - 6 5 5 4 4 3 3 2
17 - 6 5 5 5 4 4 3 2 1
18 - 6 6 5 5 4 4 3 3 2
19 - 6 6 5 5 5 4 4 3 3
20 - 6 6 6 5 5 4 4 4 4
Skills:
[Critical Spell]
Name: Glyph of Critical Spell
Type: Elite Glyph
Energy Cost: 10
Activation Time: 0
Recharge Time: 60
Effect: Your next spell that can be a Critical Spell, is a Critical Spell.
Name: Glyph of Critical Prevention
Type: Elite Glyph
Energy Cost: 10
Activation Time: 0
Recharge Time: 60
Effect: The next time you would have a Critical Spell it is not a Critical Spell, but rather acts normally. You gain twice that Spells Energy Cost.
[Arcane LV 1-3]
Name: Burning Hands
Type: Level 1 Spell (Touch Range)
Energy Cost: 5
Activation Time: 0
Recharge Time: 15
Effect: Deal 5...10 fire damage to target foe and 10...15 additional fire damage to that foe and any adjacent foes if target foe has any of his allies adjacent to him.
Name: Color Spray
Type: Level 1 Spell (Touch Range)
Energy Cost: 10
Activation Time: 1
Recharge Time: 15
Effect: Target touched foe is knocked down, blinded, or stunned for 5...10 seconds.
Name: Ice Dagger
Type: Level 1 Spell
Energy Cost: 5
Activation Time: 1
Recharge Time: 10
Effect: Fires an Icy Dagger at target foe dealing 5...15 cold damage to that foe and slowing them down by 25% for 5...7 seconds. This spell has half the normal range.
Name: Mage Armor
Type: Level 1 Enchantment Spell
Energy Cost: 5
Activation Time: 2
Recharge Time: 30
Effect: You have +20 AL for 10...15 seconds.
Name: Magic Missle
Type: Level 1 Spell
Energy Cost: 5
Activation Time: 1
Recharge Time: 10
Effect: Fires 1 missle for every 2 Levels of the caster at target foe. Each missle deals 1...5 damage.
Name: Death Armor
Type: Level 2 Enchantment Spell
Energy Cost: 10
Activation Time: 2
Recharge Time: 25
Effect: For 15...30 seconds any foe striking you while Death Armor is on is inured for 2...6 damage for every 2 Caster Levels you have.
D

