W.I.T.

 

Home Adventurer's Guild Bazaar Dead Parrot Inn Paladin Shrine Thieves Guild Entry Hermit Cave W.I.T. Academy of Science Pictures

Welcome to the Wizards Institute of Technocery. (We are of course, assuming you are a Wizard, or you wouldn't, and SHOULDN'T be here!)

 

The Wizard character is shady and mystifying, he makes a good choice for players who like to have an edge! The wizard has a huge variety of magical spells to aid him in his Heroic quests. There are a few different types of sub-class wizards (such as the Mage), but all are magic users with one goal in mind - they seek to make the world a better place by using their intelligence and spell casting skill. Wizards prefer not to get directly involved in fights, unless worst comes to worst.

Spells

Detect Magic - Use Detect Magic to reveal any magic or spells active in the area.

Fetch - Fetch creates a magical beam used to retrieve a small item at a distance.

First aid - The First Aid spell heals the Hero or an ally. The amount of healing performed is determined by your hero's skill with the spell.

Juggling Lights - Juggling Lights makes a display of light which will partially illuminate an area. It is good for dark places.

Levitate - Levitate allows your Hero to float up and down. Lateral movement is not allowed. While levitating, he cannot perform any other actions. Levitate has a continuous mana cost.

Open - The Open spell magically unlocks and opens the typical door, chest, or closed object, setting off any traps in the process.

RIP - This spell is useful when your hero tries to sleep in the wilderness. It simply means your character will have no encounters until he has had eight hours sleep.

Shrink - Use the Shrink spell on an opponent to shrink him to half his normal size. A shrunken foe will do half the damage he normally does. He will also think twice about attacking, and might beat a hasty retreat instead.

Summon Staff - The Summon Staff spell is available after your wizard creates a magical staff. Cast the spell to make the staff appear in the wizard's hand. A Magical Staff has one-half as many mana points as your hero has when the staff is summoned. If you cast other spells with the Staff in hand, the spells will use the Staff's mana points. When the Staff runs out of mana points, it will vanish. You must summon the staff in order to use it again.

Trigger - The trigger spell activates a preset spell such as a Teleport. It can also activate a magical trap.

Augment - Augment temporarily increases your Spell skill for a specified spell. Cast Augment on an offensive spell to inflict more damage, for example.

Calm - The Calm spell causes all undamaged characters and creatures nearby to relax and not attack until either the spell expires or ego attacks the creature.

Dazzle - Dazzle is a flash of light that temporarily blinds all monsters who see the spell being cast. They may swing wildly and try to attack, but they won't be able to see you.

Fascination - The Fascination spell creates a series of spinning lights that attracts unintelligent monsters. When the spell ends, the lights explode, inflicting, minor damage upon anything nearby.

Hide - Casting the Hide spell makes you invisible as long as you stay in one place. Although you can cast other spells without becoming visible, monsters can sometimes figure out your location by seeing where the spells come from. The hide spell turns off while you're moving or performing any other action.

Zap - The Zap spell works like an Augment spell for combat by temporarily adding a magical charge to a specified weapon. When a Zapped weapon makes contact with a monster, the spell discharges, doing additional damage. Zap may be cast in or out of combat.

Aura - Casting Aura protects you against special Undead powers such as Stamina and Health drains. Your Hero will be unaffected by the drains during the spells duration, but he can still be hurt by the monster's attacks and spells.

Protection - The Protection spell acts as a sort of magical armour, reducing by half the damage inflicted from any physical attack.

Resistance - Resistance reduces damage inflicted upon you from element-based attacks such as Fire, Lightning, and Cold. In addition, it provides some protection from Frost Bite, Flame Dart, Lightning Ball, and Dragon Fire. Resistance also lessons the damage done by Dragon Breath and natural heat sources.

Reversal - Reversal causes offensive spells cast by an enemy to bounce back and damage the attacker. The spell does not affect area-based attack spells, such as Calm or Dazzle.

Boom - The Boom spell creates a magical skull that explodes when something approaches within ten feet of the skull.

Dragon Fire - Dragon Fire is a visually stunning spell that creates the image of a dragon in midair. Though it does a great deal of damage, the Dragon Fire spell is also a significant drain of mana. No other spell can be cast while Dragon Fire is running.

Flame Dart - Flame Dart is the Hero's primary spell. It is the most cost effective of the offensive spells, but there are many creatures who are resistant to fire damage. This spell does not work underwater.

Force Bolt - The Force Bolt spell does not do as much damage as Flame Dart or Lightning Ball, but it does do some physical damage. It will also bounce off things and can sometimes be used to hit targets by ricochet.

Frost Bite - The Frost Bite spell blasts frosty air, damaging everything in it's path. Because it affects an entire area, it is effective against groups of enemies as well as fire-based creatures.

Lightning Ball - The Lightning Ball spell is more costly than Flame Dart in terms of mana, but it will affect creatures that are resistant to flam. This spell is definitely not recommended for underwater use, since it will electrocute anyone nearby, including the caster.

Thermonuclear Blast - Casting this spell causes major destruction within a ten mile radius. Nothing living survives. This includes your character, but at least your hero will go out with a bang!

Whirlwind - The Whirlwind spell is cast on a monster, causing it to spin around in place for the duration of the spell. There is some damage inflicted by this spell, but it is primarily used to trap an opponent.