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Magic, as Fast as You Can Finger: Switching to A Wizard.
#1
Character name: Wizard

Character source: Magicka 1

Character history: Instead of saving Midgard from The Yellow King at World's End, this Wizard fell straight into one of the Yellow King's Vortexs. Instead of death, we has greeted by "The White King".

Physical Description:
No one really looks under the hood of a Wizard in Midgard, so no one could tell you what the Wizard's face looks like. I wouldn't suggest trying to figure it out. All Wizards carry a staff from which all Spells and Magick is cast, as well as a weapon of some sort to defend itself with.
[Image: Magicka-Vanilla-Wizard-Cosplay-Costume-Version-01-1.jpg]

Stats:
ATK:2
DEF:1
SPD:3
TEC:4

Proficiencies:
Physical Strength 1000, Area Attack Prof. 600, Area Shield Prof. 400 (2000 Total)

Powers:
Teleportation: Basic 1500 (3500 Total)

Moves:

Quote:Shield (Requires Area Shield Prof.) - 900 OM
By calling out the word "Shield", the Wizard can conjure a shield in many forms to project itself of create structures.
The Wizard can conjure a shield of yellow energy to encompass its body and reduce damage taken. It takes 1 second to do so. The shield protects best against energy-like attacks; has average resistance to sharp attacks like those from a blade, and has little resistance to blunt-force attack.
There is a 1 second cooldown after this cast before any other spell can be cast.

The Wizard can also conjure a shield of the same energy 1 ft in front of itself. It takes 1 second to do so. The shield is a half moon shape, reaching from the ground to about 6 ft at it's highest point. This shield can be 'fire-and-forget' but can only take 1 hit of any type, or it can be channeled by the Wizard. If channeled, it holds as long as the Wizard channels, but the Wizard can do use no other Move or Power while channeling. The shield is impassable from both sides; you cannot walk, shoot, and attack through it, you must go around.
There is a 2 second cooldown after this cast before any other spell can be cast.

The shield can also be cast in a dome around itself, with a radius of 5 ft, but the Wizard must channel to maintain the barrier. It takes 1 second to do so. No one (friend or foe) can enter or exit the barrier while it is up, and it extends to, but not into, the ground. This barrier lasts as long as the wizard channels, but any attacks made on the barrier physically harm the Wizard as well, with about 2/3 effectiveness.
There is a 2 second cooldown after this cast before any other spell can be cast.

Quote:Ice (Requires Area Attack Prof.) - 600 OM
By calling out the words "Water, Cold", the Wizard can combine the elements of Water and Cold to fire Ice at its opponent.
The Wizard can fire a shotgun blast of 12, 2 inch long ice shards at an opponent. The max range is 6 feet, the max effective range is 3 feet. The shards hit with the same power as an actual shotgun blast, and any that do hit may stick and protrude from the skin of the affected areas.
There is a 1 second cooldown after this cast before any other spell can be cast.

The Wizard can also use the power of Ice to summon shards of ice from the ground, in a 5 ft radius around it, to impale and targets around it. These shards are cone-shaped, sharp on all sides and pointed, reaching 4 ft from the ground to their tips. They are space about 9 inches apart. One who was fast enough and on the skinny side maybe be able to dodge the shards by standing between them. These shard rise over 1 second and recede over 1 second.
There is a 1 second cooldown after this cast before any other spell can be cast.
(5000 Total)

I confirm that I have read and agreed to the Rules of Conduct. Yes.

I would also like to get these moves approved for the future if possible. If not I can put them into the Approval thread of course. I'll do this later.
[spoiler]
Quote:Earth (Requires Area Attack Prof.) - 900 OM
By calling out the word "Earth", the Wizard can conjure the element of Earth to fire rocky projectiles at its opponent.
The Wizard can charge for up to 5 seconds, increasing the size of the projectile that of a baseball at 1 second to that of a 5 ft diameter boulder at 5 seconds, and fire it at an opponent. The speed of the projectile varies depending on it's size. At 1 second charge, it flies at about 80 mph (a little less than a good baseball pitch), and at 5 seconds, it flies at about 15 mph. The density of the rock at all sizes is that of an actual baseball. The projectile's effective range is 12 ft. After 12 ft, it touches the ground and rolls at at paces that is easily dodged.
There is 1 second of cooldown after this cast before any other spell can be cast.

The Wizard can also use the element of Earth to shake the ground around it in a 6 ft diameter area. This cause the ground to split as it shakes, and may cause those who stand upon to misstep or loose their balance. The shaking occurs for 1 second.
There is 1 second of cooldown after this cast before any other spell can be cast.

Life (Requires Regeneration: Basic) - 600 OM
By calling out the word "Life", the Wizard can conjure the power of Life to heal itself or others
The Wizard fires a green beam of light in a direction reaching a max distance of 12 ft in 3 seconds, healing any ally caught in the beam, with the same effectiveness and requirements of Basic Regeneration (Upgrade-able with Upgraded Regen Ranks). The beam is 1 ft in diameter. This beam can be channeled for continued effect for as long as the Wizard pleases, but the Wizard can do use no other Move or Power while channeling. If the Wizard were to try and turn while channeling, it would take 5 seconds to rotate 90 degrees.
There is a 2 second cooldown after this cast before any other spell can be cast.

The Wizard can also cast the same green energy in a circle around it in a 'one-shot' blast, with a max distance of 6 ft. This takes 1 second to reach max distance. While this allows for group healing, it costs the Wizard more energy (SP) per ally healed.
There is a 2 second cooldown after this cast before any other spell can be cast.

Death (Requires Debuff Prof.) - 600 OM
By calling out the word "Death", the Wizard can conjure the power of Death to inflict damage to others.
The Wizard fires a red beam of light in a direction reaching a max distance of 12 ft in 3 seconds, causing any surface caught in the beam to decay; alive, dead, or inanimate. Flesh and the like began to rot and decay, while inanimate surfaces like stone or metal begin to weaken and crumble to dust. Five seconds of continued exposure to the beam is enough for it to crumble to where an individual with an ATK of 1 could break it regardless of material. This is also long enough for any flesh to decay to the bone. This beam can be channeled for continued effect for as long as the Wizard pleases, but the Wizard can do use no other Move or Power while channeling.
There is a 2 second cooldown after this cast before any other spell can be cast.

The Wizard can also cast the same red energy in a circle around it in a 'one-shot' blast, with a max distance of 6 ft. This takes 1 second to reach max distance. This would have an effect equivalent to 1 seconds of channeling.
There is a 1 second cooldown after this cast before any other spell can be cast.

Lightning (Requires Area Attack Prof., Homing Prof, Debuff Prof.) - 900 OM
By calling out the word "Lighting", the Wizard can conjure the element of Lightning to shock its opponent.
The Wizard fires a literal lightning bolt at its opponent. The max distance of the bolt is 12 ft, after which is just dips to the ground and dissipates harmlessly. If struck, the opponent would be electrified, stunning them for 1 second, and causing a circular burn mark on the clothing or skin where it struck them. If a target is struck, the lightning can jump to an additional target, fried or foe, who within 3 ft of the one being shocked. this can jump 3 times total, but deals half the current arc's damage to the 'jumped' target. Full damage to original target, 1/2 damage to 2nd target, 1/4 damage to 3rd, 1/8 damage to 4th. The 'potential damage' that can be dealt to each target is what is reduced, not the damage the previous target would actually receive.
There is a 2 second cooldown after this cast before any other spell can be cast.

The Wizard can also cast an array of lightning bolts around it for 2 seconds, channeling while doing so. The max distance for these bolts is 6 ft, and cause only damage to the opponent, as well as a burn mark where struck, and making them feel winded.
There is a 1 second cooldown after this cast before any other spell can be cast.

Fire (Requires Area Attack Prof., Debuff Prof.) - 600 OM
By calling out the word "Fire", the Wizard can conjure the element of Fire to burn its opponent.
The Wizard can spray fire in a cone at a target for up to 3 seconds. The cone is 12 ft long, and 6 ft at its widest. Those hit 6 feet or closer are severely burned, as well as having an flammable clothing set ablaze or melted. Those hit by the flames at farther than 6 feet only have their clothing set ablaze or melted, no damage is cause directly to the flesh. Those with low defense may be caused extra burns by their flaming clothes.
There is a 1 second cooldown after this cast before any other spell can be cast.

Fire can be cast in a circle around the Wizard to the same effect, but with a max distance of 6 ft, and an effective, flesh damaging distance of 3 ft.
There is a 1 second cooldown after this cast before any other spell can be cast.

Water (Requires Area Attack Prof.) - 600 OM
By calling out the word "Water", the Wizard can conjure the element of Water to wet and knock away its opponent.
The Wizard can spray high pressure water at a target for up to 3 seconds. This water hits as hard as a fire hose, but spray in a cone in the direction the Wizard points its staff. The cone is up to 12 feet in length, and 6 ft at it's widest. While this can wet any targets up to its maximum distance, it really only has enough power to knock over an average person at a distance of 6 ft.
There is a 1 second cooldown after this cast before any other spell can be cast.

The same water can also be cast in a circle around the Wizard in a 'one-shot' blast, with a max distance of 6 ft, and an effective range of 3 ft.
There is a 1 second cooldown after this cast before any other spell can be cast.

Cold (Requires Area Attack Prof., Debuff Prof.) - 600 OM
By calling out the word "Cold", the Wizard can conjure the element of Cold to chill and freeze its opponent.
The Wizard can fire a chilling gust of wind and snow at a target for up to 3 seconds. The cone is 12 ft long, and 6 ft at its widest. Those hit within 6 ft are chilled to the bone, causing general pain in the limbs and making it painful to move. This effect last for 1 seconds after they are no longer being hit with it directly. Those hit at farther than 6 ft feel generally cold, like midnight during a snowy winter. Regardless of the distance, the targets hit accumulate snow on their clothing, more and more as they stand within the blast. Snow also accumulates across the ground of any area affected by the blast, up to a foot over the 3 seconds.
There is a 1 second cooldown after this cast before any other spell can be cast.

Cold can be cast in a circle around the Wizard to the same affect, but with a max distance of 6 ft, and a bone chilling cold at 3ft or less. A light dusting of snow appears on the ground of the area affected.
There is a 1 second cooldown after this cast before any other spell can be cast.

Time Warp (Requires Time Manipulation) - 300 OM
Ever feel like your time is running out? This Magick enables you to slow down the flow of time so you can really savor those precious final moments.
By Calling out "Cold, Shield", the Wizard can combine those elements to cause time to slow for everyone within 50 ft of it. This slows down literally everything. All affected individuals move and react 50% slower. Projectiles are summoned and move 50% slower. This effect lasts for 7.5 real-time seconds, making them feel like 15 seconds to all affected. Leaving the affected area does not nullify this effect for you. Any projectile shot into the affected area will be affected, even if it enters the area after the initial cast. The affected area is signified by a dome, with a 25 ft radius from it's original cast point, where all thing have their color(s) desaturated by 10%. At add the end of the 8/15 seconds, everything immediately snaps back to real-time.

Ice Armor - Tier 1 Power-Up - 1000 OM
By calling out the words "Shield, Water, Cold", the Wizard can combine those elements into a more effective armor.
ATK: +2
DEF: +2
SPD: +0
TEC: +1

Haste - Tier 1 Power-Up - 1000 OM
By calling out the words "Lighting, Death, Fire", the Wizard can combine those elements into a spell to drastically increase its speed.
When danger rears its ugly head, this Magick makes it a lot easier to bravely run away.
ATK: +1
DEF: +0
SPD: +2
TEC: +2

Charm - Tier 1 Power-Up - 1000 OM
By calling out the words "Life, Shield, Earth", the Wizard can combine those elements into a spell to charm the nearby wildlife to aid it in combat.
The ultimate magick for having your way with people. Only works on the weak-minded, which, by the way, is a rather sizable number.
ATK: 2
DEF: 1
SPD: 2
TEC: 0

Nullify - Tier 1 Super Utility - 600 OM
Removes bothersome stains, spells and status effects. Nullify is 42% more effective than other leading brands!
By calling out the words "Death, Shield", the Wizard can combine those elements into a spell to nullify any bothersome anythings.
When cast, all individuals (friend or foe) are freed of any buffs or debuffs they might have. This includes buffs or debuffs from moves of any kind (Tier 1 Super or lower), any Power-Ups (Tier 1 only), or Assists (Tier 1 only). Transformation of any kind are unaffected. Anyone affected can reapply and buff or debuff dispelled by this at there next opportunity.
[/spoiler]
We are Unbound and Limitless potential
Entomb in mongrel flesh and blood.

Imprisoned in a Cage
that Reduces us to that of a lowly
Human.
We will No Longer stand for such Treatment.

You know Nothing of Who we are;
of What we are.


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