354 submissions
A studied practitioner of magic. Wizards are knowledgeable and well trained in the arts of magic, harnessing and controlling arcane forces in distinct ways, done by-the-book, uncontrolled magic is dangerous! They wear the traditional "black mage" hat. Their weapon of choice is a Wand, a small straight rod with a stone set at the end. They are proud of their magical abilities and believe magic should not be wielded by those who have not trained under the tutelage of one of the many magical academies. They see no other magic users as their equal, but value the dedicated training of the Cleric s more worthy than others, whom they look down on and see as dangerous fools, not knowing what they're dealing with. In battle Wizards are the traditional nukers of any party dealing high damage in short bursts over an area but suffering mana and energy dependence that limits these from being overused.
Ice Shards - Ice dmg and 70% bleed chance, one target
Range 4 MP Cost 10 EN Cost -
Burn - Fire dmg ranged aoe 40% chance to burn.
Range 3 Area 1 tile radius from center MP Cost 20 EN Cost 5
Thunder Clap - Thunder dmg in a cone in front of user. Knockback.
Range 2 MP Cost 10 EN Cost -
Ice Wall - creates a 3(+1 for ever 100 int) tile width ice wall with hp based on int 75% INT.
Range 3 MP Cost 40 EN Cost 30
Magnetism - draws together enemies in an area.
Range 4 Area 3 tile radius from center MP Cost 50 EN Cost 30
Lightning Bolt - thunder dmg in two strikes the second bolt hitting up to two spaces away and dealing a percentages of the damage of the first.
Range 3* MP Cost 25 EN Cost 40
Fireball - fire dmg and range increases with amount of mp spent.
Range X MP Cost X EN Cost *(cost 0 but not usable if EN is <60)
Blizzard - ranged aoe ice dmg remains until your next turn inhibiting movement of any unit that passes through it and dealing dmg over each turn to any unit in its range.
Range 4 Area 3 tile radius from center MP Cost 40 EN Cost 50
Inspiration - heals mp on self based on int .
Range self MP Cost 5 EN Cost -
Incinerate - high fire dmg destroys nearby obstacles, undead or other objects.
Range 4 Area 1 tile,destroy effect 1 tile radius from center MP Cost 70 EN Cost 50
Passive: Specification- gain a 30% magic dmg boost as long as you continue to use spells of one element. the bonus is granted on third consecutive spell cast of the same element and is removed when a different element spell is cast. this bonus can only apply once per battle. Inspiration can be used freely after the first 3 in a row without removing the bonus.
Reaction: Absorb MP- regain MP equal to half the cost when hit by an ability.
Ice Shards - Ice dmg and 70% bleed chance, one target
Range 4 MP Cost 10 EN Cost -
Burn - Fire dmg ranged aoe 40% chance to burn.
Range 3 Area 1 tile radius from center MP Cost 20 EN Cost 5
Thunder Clap - Thunder dmg in a cone in front of user. Knockback.
Range 2 MP Cost 10 EN Cost -
Ice Wall - creates a 3(+1 for ever 100 int) tile width ice wall with hp based on int 75% INT.
Range 3 MP Cost 40 EN Cost 30
Magnetism - draws together enemies in an area.
Range 4 Area 3 tile radius from center MP Cost 50 EN Cost 30
Lightning Bolt - thunder dmg in two strikes the second bolt hitting up to two spaces away and dealing a percentages of the damage of the first.
Range 3* MP Cost 25 EN Cost 40
Fireball - fire dmg and range increases with amount of mp spent.
Range X MP Cost X EN Cost *(cost 0 but not usable if EN is <60)
Blizzard - ranged aoe ice dmg remains until your next turn inhibiting movement of any unit that passes through it and dealing dmg over each turn to any unit in its range.
Range 4 Area 3 tile radius from center MP Cost 40 EN Cost 50
Inspiration - heals mp on self based on int .
Range self MP Cost 5 EN Cost -
Incinerate - high fire dmg destroys nearby obstacles, undead or other objects.
Range 4 Area 1 tile,destroy effect 1 tile radius from center MP Cost 70 EN Cost 50
Passive: Specification- gain a 30% magic dmg boost as long as you continue to use spells of one element. the bonus is granted on third consecutive spell cast of the same element and is removed when a different element spell is cast. this bonus can only apply once per battle. Inspiration can be used freely after the first 3 in a row without removing the bonus.
Reaction: Absorb MP- regain MP equal to half the cost when hit by an ability.
Category Artwork (Digital) / Fantasy
Species Rabbit / Hare
Size 965 x 1163px
File Size 580.7 kB
FA+

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