The Frost Lands
Proud Barony under the Kingdom of
The Rising Winds


Where the wind blows cold, the fire in the heart burns hottest.


 

Wizard

 

Garb : Yellow sash

Armor : None
Shield : None
Weapons : See the Magic section for a listing of weapons used. Weapons subtract from the Wizard's magic points.
Immunities : None
Lives : 4

Abilities & Traits:

Magic-user: Wizards are magic-users and gain magic at each level. See the Magic Section for more details.

Wizard Magic

Magic name
Type
School
Uses
Cost/Max
Range
First Level
Bladesharp/Bludgeon
E
1/game
1/4
T
Cancel
S
Unlimited
0/-
50'
Imbue Shield
E
1/game
1/4
T
Heat Weapon
S
1/life
1/4
20'
Honor Duel
S
Unlimited
1/-
20'
Iceball
B
1 bolt/U
1/2
-
Magic Bolt
B
1 bolt/U
1/4
-
Shove
S
1/life
1/4
20'
Stun Weapon
E
Unlimited
0/-
T
Talk to Dead
S
1/game
1/-
T
 
Second Level
Circle of Protection
FE
Unlimited
2/-
T
Forcewall
FE
1/game
1/4
T
Harden
E
1/game
1/4
T
Hold Person
S
1/life
1/4
20'
Lightning Bolt
B
1 bolt/U
1/4
-
Liplock
E
Unlimited
2/-
T
Mend
S
1/life
1/4
T
Messenger
E
1/game
1/-
T
Protection from Flame
E
1/game
1/4
T
Wounding
S
1/life
2/2
20'
 
Third Level
Ambidexterity
N
Unlimited
2/-
-
Anti-Magic
FE
1/game
1/2
T
Dispel Magic
S
1/game
1/4
20'
Extension
N
1/life
1/2
-
Mutual Destruction
S
1/game
1/4
50'
Protection from Projectiles
E
1/game
1/4
T
Protect
E
1/game
1/2
T
Touch of Death
E
1/game
1/4
T
Wind
S
1/game
2/2
LOS
Yield
S
1/game
1/2
50'
 
Fourth Level
Doomsday
S
1/game
2/1
LOS
Imbue Weapon
E
1/game
1/4
T
Finger of Death
S
1/game
2/2
50'
Fireball
B
1 bolt/U
2/2
-
Protection from Magic
E
1/game
1/4
T
Pyrotechnics
S
1/game
1/4
50'
Sever Spirit
S
1/life
2/4
T
Teleport
S
1/game
1/4
T
 
Fifth Level
Advancement
N
1/game
1/1
-
Flight
E
1/game
2/4
Lend
N
1/game
1/4
-
Lich
E
1/game
1/2
Self
Reanimate
E
1/life
2/2
T
Vivify
N
1/game
2/1
-
 
Sixth Level
Defend
E
1/game
2/1
Self
Expertise
N
1/game
2/1
-
Killing Grounds
FE
1/game
2/1
T
Sphere of Annihilation
B
1 bolt/U
2/1
-
Stack
N
1/game
1/4
-
Transform
E
1/game
2/1
T