CLASSArchwizard
TEAM LIMIT1

The archwizard is one of the purest of magic users. However, instead of researching how to make his spells more powerful, the archwizard would rather practice making his spells more helpful to his allies. Because of this, the archwizard's spells will not damage his teammates. However, this relentless pursuit of benign magic has left the archwizard rather weak in both size and strength, and also causes the archwizard to use more stamina when casting spells that would normally hit his teammates. The archwizard comes armed with two schools of magic. One of these contains a variety of "power word" spells. These spells are unique to the archwizard, and very special in that all the caster needs to do to cast one is simply utter the power word and touch the intended target, if there is one. Because the caster needs to be able to use his hands for these spells, he cannot wear any kind of gloves. The second school contains many spells that require intense willpower and mind control. Because of this, the archwizard also cannot wear a helmet, as this would limit his mental abilities. Finally, the archwizard is never seen without his special robe, which has a magical damage-absorbing aura. Truly, friends, the archwizard is a fine man to call an ally, and a deadly one to aggravate.

STAT MODIFIERS


StrengthDexterityAccuracyConstitutionIntelligence

-15 -10 -10 -8 +20

NON-COMBAT SPELLSCOMBAT SPELLS

AnimatePower word kill
Circle of protectionNightmare
CounterspellFrost breath
Dark ritualPower word destruction
DisenchantVertigo
Giant growth
Light
Power word armor
Reverse damage
Terror
Wolf pack

ABILITIES

Archwizard's robe: the archwizard always wears his magical robe which protects from damage (8% deflection) but draws upon the user's energy to do so. Additionally, an archwizard never enters combat wearing a helmet or gloves as they would interfere with his complex magics.

RACES THAT CAN SELECT THIS CLASS

Avian
Draconian
Drow
Elf
Gnome
Half-elf
Human