Causes a bolt of magical energy to be thrown from the casters hands at the victim.
Information for the Wizard Class
Those who study the arts of sorcery, and wield it with impressive ` results. Mages are a mysterious sort, often distrusted by those who do not understand the intricacies of magic. Some of the most powerful men and women from the history of Krynn have been wizards, for good or for evil. Most mages are members of the Conclave of Wizards, an organization created to promote and protect the use of magic in Ansalon. Renegade wizards are fiercely hunted by these wizards for fear of unleashing the overly dangerous and chaotic forces of magic. Mages must possess above average intellect for the complex formulas and mathematics involved in spell casting, as well as average agility to for the manipulation of spell components and performance of somatic gestures.
ABILITIES
Causes a bolt of magical energy to be thrown from the casters hands at the victim.
This enchantment causes the recipient to fluctuate in and out of the prime material plane, causing the individual to become more difficult to hit with physical attacks.
Ray of frost is a cantrip for wizards, that does a small amount of direct damage to the victim, should they fail a reflex save. As a cantrip, it can be cast unlimited times and does not need to be memorized.
This skill allows spellcasters to read magical writings such as scrolls, spell books, prayer books and runes. Without this skill, these writings will appear as garbled nonsense.
This skill allows a Wizard to copy new spells into his/her spellbook, copy spells from one spellbook to another, and copy spells from memory to blank parchment for later use as a scroll. A very powerful skill indeed, that has a certain degree of danger when performed improperly.
Spellcasters often use components as part of their spell preparation and casting. One's knowledge of spell lore greatly affects his ability to intuitively determine which spell components are required for the casting of spells.
This skill allows you to heal you or your allies out of combat for an amount equal to 1d20 + (user's level * 2) + (user's first aid skill amount / 5).
This spell will let you see the magical aura surrounding magical objects.
This spell will create a globe of light that will illuminate your area.
This spell triples the normal weight carrying capacity of the recipient.
The frigid chill conjured by this enchantment will sap strength and vigor from the intended victim, in addition to inflicting severe frostbite.
Allows the caster to detect the heat given off by objects giving them the ability to have much better vision in dark conditions.
Allows the caster to detect the alignment of those around them. Evil will show as a red aura, good in a blue aura, and neutral will show none.
This enchantment will smite the intended victim with a gushing burst of scouring flames.
This enchantment strikes fear into its intended victim, making them less effective during combat.
This spell creates a glowing ball of harmless magical flame that persists indefinitely and can be held as a light to be used as a light source. The flame will last until the character exits the game and disappears if dropped.
Increases the strength of the intended recipient depending on the caster's power.
This enchantment causes perfect images of the caster to appear, and mimic the caster's every action, causing some creatures to attack these images.
This spell conjures forth arrows of sizzling acid that project toward their target and slam into them, searing their flesh right to the bone. The number of arrows created is dependent on the abilities of the caster.
This spells causes your hand to become the source of high-powered static energy. By grasping your victim, you give them a shock of this energy.
This enchantment causes the target to fall gently, like a feather, thus allowing them to move over dangerous pits.
This spell will inflict the victim with multiple rays of magical energy, based on the level of the caster, up to three rays maximum. Each ray deals energy damage to the victim.
This spell enables you to see invisible items and players.
This spell causes the victim to fall into a deep sleep for a period of time, determined by the power of the spellcaster. A person who is affected by sleep can only be awakened if attacked.
This spell creates an invisible shield of force before the target. This shield will deflect physical attacks as well as having a chance to small missiles and missile based spells. The shield does not protect from the rear.
This spell conjures a floating disc. This disc will follow the caster where ever he walks. The main purpose for this summoning is to aid the caster in carrying a large amount of goods.
If successful, this enchantment will blind the intended victim, greatly diminishing his prowess in battle.
If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects.
When cast upon food or drink (drink containers) you will be able to sense if it is poisoned. It can also be used to sense if a person is poisoned as well.
Allows the caster to sense the presence of a player or monster in the room which is hiding. The true identity will remain hidden however. Invisible persons are also considered hidden.
This spell will create several missiles of pure flame which can be directed at a specific target. The number of arrows created are dependent on the power of the caster.
Ray of frost is a cantrip for wizards, that does a small amount of direct damage to the victim, should they fail a reflex save. As a cantrip, it can be cast unlimited times and does not need to be memorized.
This spell calls a bolt of lightning from the sky, striking the victim with electric energy.
This conjuration spell calls forth a beast to do the casters bidding. The beast can be controlled using the ORDER command.
Makes the target of the spell invisible to everyone except those who have the 'detect invisibility' spell. Attacking while invisible will immediately break the spell. Typing 'vis' will break the invisibility spell before the duration expires. Casting invisibility on objects makes them permanently invisible.
This spell renders the victim unable to speak or utter any noises, rendering them incapable of speaking, and thus, casting spells.
This enchantment will direct a kaleidascopic torrent of shifting hues and colors at the intended victim, smiting him with stunning force. It also has a chance of blinding the foe as well.
This spell inflicts minimal damage to the intended victim, but slowly drains his life experiences.
This spell will reduce the physical strength of the target if a saving throw versus spells is failed.
This long-lasting enchantment will weaken the unfortunate victim and increase his susceptibility to paralysis. The curse will also hinder the operation of several beneficial spells. Its affects on objects are permanent.
The target of this spell will grow considerably larger resulting in a greater body mass, thus larger muscles which in turn means heightened strength. The more apt the caster, the larger they are able to make the target grow.
This spell will cause the target to float slightly above the ground. The benefit to this is that walking is not as tiring, and the person can then walk further than normal.
This spell calls forth a flaming fireball from the caster's fingertips, causing massive damage to the intended victim.
This enchantment will enslave another being, bending his actions to the caster's whims. The intended victim must not exceed the caster in power. Charmed creatures can be ordered about by use of the 'order' command.
This necromantic invocation will drain the life force from the target and imbue it upon the caster, thus healing any wounds he/she might have. It will not cure any ailment past a regular physical wound. The caster must successfully touch the victim for the spell to succeed.
Upon a successful casting of this spell, the targets limbs will seem much heavier and their actions will be slowed significantly, thereby decreasing their ability to successfully strike an opponent.
This spell covers the target in strong, sticky webs so thick that they are unable to move, aside from stretching the webs a few inches in each direction. If strong enough, and if luck is with them, the target can pull free of the webs before they have time to bond to their skin. Also, The stronger the victim, the faster they will be able to break free of the webs. Like all webbing, these webs are extremely susceptible to flame.
This conjuration spell calls forth a powerful beast to do the casters bidding. The beast can be controlled using the ORDER command.
This spell transports the wizard to a targeted location almost instantly. Although it's not always as accurate as it should be for a beginner.
This powerful divination spell gives the caster insight into the quality of armor and weapons, and also gives the caster general information about its affects upon the user of the object.
This spell, if cast successfully, will remove magical effects from the target specified. If no target is specified it will default to the caster.
This flag is usually attained through a spell, potion or object. While in effect you can not be the target of a summon or portal spell. You can remove your nosummon ability by typing 'summonable'.
This spell fills the room with toxic gas that causes those affected to succumb to crippling nausea. This naseau can cause them to be unable attack at times during combat.
This spells creates a raging horizontal whirlwind of swirling and frigid wind and ice crystals that advance toward the target and attempt to freeze and shred the victim. The intensity and size of the cone is dependent on the ability of the caster.
This spell constricts the target as if by the coils of a large snake, taking bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects.
This spell causes an animated sword to appear at your side, dealing damage each round to your targetted foe. There is a small chance each round that the blade will reduce the enemy's strength.
Shocking bolt is a cantrip spell, which can be cast at-will. It deals damage to the foe, and deals more damage than ray of frost or acid splash.
The successful casting of this spell creates extremely intense sharp pains to run through the legs of the target, thereby forcing them to fall to the ground and preventing their ability to stand back up for the duration. The target is still able to conduct battle if attacked, albeit with decreased ability.
This powerful conjuration spell calls forth a powerful beast to do the casters bidding. The beast can be controlled using the ORDER command.
This spell causes hundreds of tiny holes to appear in the ground. From each of these holes shoots a thin stream of liquid flame up toward the target. The intense heat connects each stream with a layer of flame, resulting in a complete shell of destructive flames scorching the target within.
This spell affects everyone in the room of the caster except the caster themselves. It places upon everyone a supernatural sensation of severe opposition to violence, so much so, that if they enter combat, they will take supernatural damage every round. It also has the side effect of increasing the charisma of each person under the effect of the spell.
This spell cause the caster to phase in and out of existence, actually projecting their physical being to another dimension for a split second, and reappearing in a different location up to a few meters away. Thus the effect is that there is a small chance that this will occur as an attack is being made against them, thereby avoiding it altogether, or reducing the damage taken.
This enchantment strikes fear into its intended victim. This fear can become so great that the victim may flee from combat.
This spell when cast successfully turns the victim to stone. As a statue, the victim cannot be damaged, or affect others in any manner.
This spell attacks the very physical existence of the target itself, attempting to disrupt the fibers of material from which the target is made of. The effect is extremely painful and quite devastating for those who survive, and weaker foes will easily be reduced to a pile of grey dust. Rumor has it that the inspiration of this spell's research was based from a failed Gnomish invention.
This spell will endow ordinary weapons with magical properties. The affects on the weapon are permanent and proportionate to the caster's power.
By use of this powerful spell, the caster is able to create a shimmering portal for a short time between himself and a creature or another person he knows.
This very powerful conjuration spell calls forth a powerful beast to do the casters bidding. The beast can be controlled using the ORDER command.
This spell, when successful, paralyzes the victim, making them unable to move, attack, use abilities or cast spells.
When cast, this spell will channel the static electricity in the surrounding area to create dozens of lightning bolts which pierce the target's body from all directions. The effect continues for several seconds which only heightens this already destructive power.
This very powerful spell combines a variety of spells into one enormous prismatic burst of magic, causing damage as well as blinding, silencing, cursing, slowing, weakening and scaring those who fail their saves. A separate saving throw is made against each effect.
Fire bolt is a cantrip spell, which can be cast at-will. It deals damage to the foe, and deals more damage than ray of frost, acid splash or shocking bolt.
Account experience is accumulated at the account level. It can be obtained from role playing, fighting mobs, PvP and some crafting exercises. It is used to unlocked advanced races and classes for your account, which are then available to all characters in your account. It can also be used to upgrade your inventory size, improve armor and weapons, and other uses coming in the future.