10-15-2015, 04:06 PM
When I first was creating my character for the site, I thought about a Magicka Wizard as my character, because I absolutely loved the first game, but I deemed it too hard to make viable moves within the scope of the this site, so i scraped it.
I decided today to take a stab at it for fun, cause why not. These are my interpretations of moves that may be viable within the scope of the rules. Tell me what you think.
And honestly, if any staffer wants to talk to me about these and their viability, I'd love to hear, it cause I'm considering a switch and if this is a thing that works than this maybe be my new character. No pressure though, only if you want to and feel like it. I know this is not the place for such things, but i thought i'd mention it. PM me if you think it's worth working more on.
This is also a rough draft of sorts so i didnt bother with costs of Powers/Profs needed.
I decided today to take a stab at it for fun, cause why not. These are my interpretations of moves that may be viable within the scope of the rules. Tell me what you think.
And honestly, if any staffer wants to talk to me about these and their viability, I'd love to hear, it cause I'm considering a switch and if this is a thing that works than this maybe be my new character. No pressure though, only if you want to and feel like it. I know this is not the place for such things, but i thought i'd mention it. PM me if you think it's worth working more on.
This is also a rough draft of sorts so i didnt bother with costs of Powers/Profs needed.
Quote:A good Wizard has the power to conjure the elements and mix and match them to his or her liking.
All spells originate from the center of the tip of the Wizard's staff.
Shield (Requires ) - X00 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. The shield protects best against blunt-force attack; has average resistance to sharp attacks like those from a blade, and has little resistance to energy-like attacks.
There is a 1 second cooldown after this cast before any other spell can be cast.
The Wizard can also conjure a shield in front of itself. 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.
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 the, with a radius of 6 ft, but the Wizard must channel to maintain the barrier. No one (friend or foe) can enter or exit the barrier while it is up, and it does not extend into the ground at all. This barrier lasts as long as the wizard channels, but any attacks made on the barrier physical harm the Wizard as well.
There is a 3 second cooldown after this cast before any other spell can be cast.
Earth (Requires ) - X00 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 size is that of an actual baseball.
For each second of charge, there is .5 seconds of cooldown afterward before any other spell can be cast.
Life (Requires ) - X00 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 with a max distance of 12 ft, healing any ally caught in the beam. 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 3 second cooldown after this cast before any other spell can be cast.
The Wizard can also cast the green energy in a circle around it in a 'one-shot' blast, with a max distance of 6 ft. While this allows for group healing, the effectiveness would be split evenly between each person affect, and have no effect at all if more than 3 people were affected this way. (2 people = 50% effectiveness on each person, 3 people = 33% effectiveness on each person, 4 or more = no noticeable effect.)
There is a 2 second cooldown after this cast before any other spell can be cast.
Death (Requires ) - X00 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 with a max distance of 12 ft, 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 3 second cooldown after this cast before any other spell can be cast.
The Wizard can also cast the red energy in a circle around it in a 'one-shot' blast, with a max distance of 6 ft. This would have an effect equivalent to 1 second of channeling.
There is a 1 second cooldown after this cast before any other spell can be cast.
Lightning (Requires ) - X00 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.
There is a 3 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 ) - X00 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 ) - X00 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 ) - X00 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.
Ice (Requires ) - X00 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.
Ice Armor - Tier 1 Power-Up
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
By calling out the words "Lighting, Death, Fire", the Wizard can combine those elements into a spell to drastically increase its speed.
ATK: +1
DEF: +0
SPD: +2
TEC: +2
Charm - Tier 1 Assist
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.
ATK: 2
DEF: 1
SPD: 2
TEC: 0
Nullify - Tier 1 Super Utility
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 immediately reapply and buff or debuff dispelled by this.
